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Legimus
2017-11-29, 06:48 PM
The Wall of Fear: A Complete Guide to the Oath of Conquest
By Legimus

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Introduction
With the release of Xanathar’s Guide to Everything, we were introduced to a new paladin oath: The Oath of Conquest. As a class, more so than any other, paladins naturally lean towards good. Their sacred oaths focus on helping the helpless, protecting the world, or destroying evil. Even the most morally ambiguous paladin tends to fall on the side of good more often than not.

Conquerors do not quite fit this model. Their oath falls into a grey area that doesn’t dictate nearly as many of your character’s morals. Perhaps you hunger for power, or are on a crusade against the forces of chaos. Maybe you are on a quest to purge moral iniquities. Or perhaps you feel the world needs your stern hand to guide it. This grey area comes with a lot of storytelling potential, and is what attracted me to the oath when it was first published in Unearthed Arcana.

Now in its final version, the Oath of Conquest presents a dynamic and interesting new play style for paladins. It turns you into a durable tank with a powerful toolkit for locking down and frustrating enemies. The oath does this primarily through the Frightened condition, which is not often used and thus not widely appreciated. At first glance, the Oath of Conquest is lackluster compared to its brethren. It falls behind in damage output, healing power, and raw survivability. But once you understand the subclass’s synergies, its potential skyrockets. I made this guide because I think that the Oath of Conquest has a significantly different play style than other oaths, and uses mechanics that aren’t familiar to most players.

If you want to be a knight in shining armor, swear an Oath of Devotion. If you want to be an implacable force of nature, swear an Oath of the Ancients. If you want to be a powder keg of righteous fury, swear an Oath of Vengeance. And if you’re a hippy nice person who just wants to heal, roll a cleric swear an Oath of Redemption. This guide is for paladins who want something different. You want power. You want control. You don’t just want to win the battle. You want to break your foe and bend him to your will. As a Conqueror, you are a ruthless bulwark for your allies. You terrify your enemies, force them to fight you, and grind them into dust. You are a wall of fear.

If you want to play one of the most fun tanks in the game, swear an Oath of Conquest.

Special thanks to EvilAnagram, whose Paladin guide really helped me understand and appreciate the class.

Color Scheme
Gold – Powerful and important. Ignore this at your own peril.
Sky Blue – Lots of utility, power, or both. You can’t go wrong with this.
Blue – Very useful. This will serve you well in most scenarios.
Black – Has some utility, but unlikely to win you the day. Not bad, but there are better options.
Purple – Can be very useful, but limited to unusual circumstances.
Red – Counterproductive. Don’t waste your time.

Table of Contents

Douse the Flame of Hope – Features of the Subclass
Rule with an Iron Fist – Spells, Tactics, and Feats
Strength Above All – Alternative Strategies

Legimus
2017-11-29, 06:50 PM
Douse the Flame of Hope
Hallmarks of Conquest

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The Oath of Conquest is tactically different from its peers. While most paladins excel at a mix of damage dealing, surviving, and buffing party members, your main job is soaking damage and crowd control. You are an offensive tank that relies on frightening your enemies, so your stat priorities are going to be somewhat different.

"Fear is the mind-killer." – Frank Herbert, Dune
Fear, officially called Frightened, is a condition that makes it very difficult for foes to deal with you. From D&D Beyond:


A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.

In addition to being thematically important, fear is your central mechanic in this build. Combined with your Aura of Conquest, fear is what allows you to lock down enemies, protect your allies, deal damage, and stay alive. All of the full casters get access to spells that can frighten, but they are usually overshadowed by other options. That’s because they lack something that you don’t: synergy. Because of this, most players don’t give a lot of thought to this condition, so here are some important things you should know:


Frightening a target almost always involves a WIS save. It’s common for creatures to have +1, +2 to WIS saves, but +4 and higher is fairly rare and usually reserved for powerful boss-like enemies.
Some spells force enemies to run away from you, but unless otherwise specified a frightened creature is merely prevented from moving toward you.
Maintaining the frightened effect usually requires your concentration.
Depending on the spell used, a creature can stop being frightened by either (a) getting far enough away from you, (b) passing another WIS save, or (c) a combination of both. All of your tools use either (b) or (c), meaning that once per round an enemy might have an opportunity to break free. However, this usually costs them an action or has to be done at the end of their turn.
The disadvantage is not just as applied to you. All means all. If they want to cast a spell or attack someone other than you, so long as you’re in their line of sight those rolls still happen with disadvantage.
Line of sight is not based upon actual sight in 5e, nor does it require a target to be facing you. So long as a mostly-unobstructed line can be drawn between the two of you, frightened can apply. See DMG pg. 251. Enemies who cannot literally see you, are not facing you, or have abilities like Blindsight will still be afraid of you.
Undead, constructs, and some fiends are naturally immune to being frightened. Confront them with caution.

Frightened can be a potent condition. By imposing widespread disadvantage, it protects your allies from attacks and spells, and also makes your enemies easier to kill and control. Its critical flaw is that it has a tendency to scatter enemies, which is precisely what you as a tank want to avoid. The Oath of Conquest is the answer to this problem. With Aura of Conquest, you will get all of fear’s strengths and none of its weaknesses, and when you have a high spell save DC it’s relatively easy to keep enemies frightened.


Ability Scores

Strength: For most paladin builds, STR is your main stat. Here, it is your secondary one. As a tank your damage is less important, but you’ll still need some muscle to wear plate and bash skulls.
Dexterity: DEX is a common save and adds to your initiative, which is good because you want to be the first to engage where possible. But for the points you have to work with, it just doesn’t bring enough to invest much into. If you decide you want a DEX-based paladin, swap STR for this.
Constitution: This is your health. It keeps you alive.
Intelligence: Attila the Hun was not a professor and neither are you.
Wisdom: Perception checks can be life-saving, along with a few other skills, and WIS saves can protect you from some nasty effects. But you already have proficiency and Aura of Protection will keep you pretty safe.
Charisma: The keystone of your build. Normally, spellcasting ability takes the back seat for paladins. Not for you. Your entire play style revolves around fear, so you want to pump up your spell save DC as high as possible. It also improves your Aura of Protection to give you unreasonably good saving throws. And you get all the fun social skills to boot! Get enough STR to wear plate, then max this out.


Paladin Class Features

Hit Points: Using a d10, your health is second only to Barbarians. Bask in your brawn.
Proficiencies: All weapons? Check. All armor? Check. Shields? Check. Leave tools to the artists. Go conquer the world. I recommend always having a few throwing weapons on your person (daggers, handaxes, javelins, etc.). If you can afford to carry it, I also recommend an alternative weapon set, e.g. if you're a sword-and-board paladin, find a two-hander that you like as well.
Saving Throws: WIS saves are common and will keep you safe from a lot of really insidious spells that make you lose control. I believe CHA saves are the second rarest in the game, but can protect you from strong disruptors like Banishment, Bane, Forcecage, and Magic Jar.
Divine Sense: Bad guy radar! Limited usefulness, but never bad to have available. Very helpful if you’re worried about hidden enemies.
Lay on Hands: A fairly large pool of healing at your disposal that doesn't cost spell slots. It's based on paladin levels, so if you stay on the true path during the medium and high levels you'll easily be able to heal for more than half your HP at once.
Fighting Style: Remember that you are a tank, and pick your fighting style accordingly. Defense is always a solid pick, since you can’t go wrong with more AC. Dueling is great since you'll probably go sword-and-board, making this extra damage go a long way. If you want to make a two-handed tank, grab a glaive and take Great Weapon Fighting. I would generally avoid taking Protection. It’s not bad, but your fear will already be imposing disadvantage.
Divine Smite: When you need to put on the hurt, this is your weapon of choice. It costs a spell slot, but doesn’t take concentration and you choose to use it after you have landed the hit. Since it’s a dice roll it’s improved by things like Great Weapon Fighting and critical hits. There’s pretty much no bad way to use it.
Divine Health: If being an adventurer doesn’t work out, you’ll have a successful career as a plague doctor.
Extra Attack: Two hits are better than one.
Aura of Protection: For most paladins, this is good but not great. Most paladins will end up with a +2 or +3 CHA bonus, and occasionally +4. But since you’re focused on raising your spell save DC, you and your pals are going to have a +5 bonus to all saving throws as early as level 8.
Aura of Courage: You spend all this time frightening people, and now you don't even have the decency to be frightened yourself? That just makes you more frightening!
Improved Divine Smite: Free damage that usually won't be resisted. Nice.
Cleansing Touch: Never let pesky spells get you down. Lots of utility, and you’ll have 5 uses of this per long rest.



Subclass Features
The Oath of Conquest is built around both a theme and a mechanic: fear. One of the reasons I enjoy this subclass is because it ties together so well in the features you get. Your play style revolves heavily around keeping enemies afraid and punishing their decisions. When Xanathar's first came out, a lot of people underrated Conquerors because in a vacuum, their features are not that strong. If you're just comparing what you get at each level to the other oaths, it can seem downright underwhelming. For instance, if you compare the level 7 auras then Aura of Conquest falls way short of competing with Aura of Warding. But when you view the Oath of Conquest as a cohesive toolkit, it's clear that you have amazing potential for control.

Conquerors get a pretty solid arsenal of prepared spells, but a number of them are made less potent because they require concentration. Most of the time you are going to be concentrating on keeping your enemies frightened, so you’ll only use these here and there. Still, they’re nice to have prepared.


Armor of Agathys: Absorb some damage, deal some damage. Don’t use a 4th or 5th level spell slot on it, though.
Command: Quick and simple, this is an easy way to force creatures to waste their turn. Lots of room for creativity.
Hold Person: Automatic criticals? It’s fun for the whole party! Requires concentration.
Spiritual Weapon: The damage is middling and you probably shouldn’t use a slot above the 3rd level, but the real beauty is that Spiritual Weapon does not require concentration. It’s basically a free 1d8 + CHA damage every turn.
Bestow Curse: It takes your concentration, so this is only useful if you’re fighting a big guy that is immune to fear. If you use it at the 5th level, though, you can remove the concentration requirement, letting you get back to the business of scaring poor fools.
Fear: 30-foot cone of pure terror. Just what you need. The best part about this spell is the save, though. A creature can only attempt another save if it ends its turn where you aren't in its line of sight. If it's trapped in your aura, that will never happen. With the right positioning, this becomes gold.
Dominate Beast: This is very disruptive, and you are all about disruption. But it takes up concentration.
Stoneskin: Useful if you’re about to go up against a lot of fear-immune creatures.
Cloudkill: Potentially devastating damage, but you aren’t the party’s damage-dealer. Destructive Wave will usually be better.
Dominate Person: Very disruptive, and fits perfectly with your theme. Much more versatile than Dominate Beast.


[Channel Divinity] Conquering Presence: Fairly disruptive, but once you hit the seventh level it is a terrifying (hah) opener, and on a short rest to boot! Best part? No concentration.
[Channel Divinity] Guided Strike: Extremely useful at low levels. At higher levels, if you are going a GWM build, it will keep being useful.
Aura of Conquest: This is what makes you a tank. Normally frightened foes run away. You, on the other hand, freeze them in place and punish them every turn. This subclass really doesn’t come online until you get this aura, but once you do, buckle up. Keep your enemies close and you will be the darling of squishy casters everywhere. Once you hit 18, this will enable you to freeze an entire room without lifting a finger.
Scornful Rebuke: More icing on the cake than anything else. Enemies who want to attack you get punished. Enemies who don’t want to attack you…also can’t attack the rest of your party, because they’re frozen in terror.
Invincible Conqueror: I don’t think there’s a universe in which this is bad. Resistance to everything, a third attack, and more criticals? It may not be a creative capstone, but it sure as hell is perfect for fighting that final boss.



Options for Races
With the publishing of Tasha's Cauldron of Everything, virtually every race can be re-crafted to have the optimal stat lineup for a Conqueror. The ratings on this list assume you aren't reassigning stats under the variant rules.

Aarakocra: Flying is fun, but you get none of your essential stats.
Aasimar: Extremely powerful, arguably the strongest race for this build.

Protector: The weakest choice, but that +2 CHA still takes you far.
Scourge: +1 CON, +2 CHA, and area damage that stacks with your aura.
Fallen: +1 STR, +2 CHA, and frighten enemies on the very rare CHA save.
Bugbear: +2 STR and darkvision are respectable, but that’s about it. +5ft for your attacks opens up some options for a polearm tank.
Dragonborn: +2 STR and +1 CHA is terrific. Plus, the new Dragon Fear feat can give you a decent area frighten ability.
Dwarf: +2 CON, darkvision, and poison resistance make dwarves good tanks.

Hill Dwarf: The extra health is nice, but that’s about it.
Mountain Dwarf: +2 STR and CON is usually amazing for a paladin, but it will prevent you from maxing out CHA early. Still a solid choice.
Duergar: Less beefy than the Mountain Dwarf, but the extra resistances and spells might be even better.
Elf: You don’t need the extra DEX.

High Elf: You also don’t need extra INT.
Wood Elf: And you don’t need extra WIS.
Drow: But +1 CHA is useful! If you want some sort of DEX-based build, this could be a good choice.
Firbolg: +1 STR doesn’t get you much, and the spells aren’t useful to you.
Genasi: +2 CON is always welcome.

Air: DEX isn’t for you.
Earth: Might as well just go mountain dwarf, but +1 STR is still good.
Fire: Fire resistance is useful and Burning Hands can be too, but it won’t be game-changing.
Water: Acid damage isn’t as common as fire, and you don’t need more WIS.
Gnome: Intelligence is not scary and neither are tiny people.

Forest Gnome: You don’t need DEX.
Rock Gnome: +1 CON does not a frightening conqueror make.
Deep Gnome: You don’t need the DEX, and you definitely don’t need to be hidden.
Goblin: Also small. Also not scary.
Goliath: Giant people, on the other hand, are scary. +2 STR and +1 CON is very useful to you, and Stone’s Endurance is a sound ability for a tank. Plus, Athletics!
Half-Elf: +2 CHA, and then you can add +1 to STR and CON. And you get darkvision, resistance to charms, and extra skills. It just hits all the bases very nicely.
Halfling: Tiny people still aren’t scary, and you still don’t need DEX. But being lucky isn’t so bad.

Lightfoot: +1 CHA! And nothing else.
Stout: +1 CON and poison resistance is nice, but not nice enough to play this.
Ghostwise: Not the scary type of ghost.
Half-Orc: Same as the Goliath, but built for offense. Good potential for building a two-handed tank.
Hobgoblin: +2 CON and darkvision are good, but not much else here to be proud of.
Human: +1 to all stats is good, but nothing special.

Variant Human: As usual, Variant Human is incredible. Take a nice tanking feat, add a point to CHA and STR, and go to town.
Kenku: You are a mighty and terrifying warrior, not a sneaky avian scoundrel.
Kobold With -2 STR this is probably the worst small race for you.
Lizardfolk: +2 CON is nice, but they don’t have much else to offer.
Orc: Just go half-orc. You’ll be happier, your DM will be happier, your friends who don’t have Volo’s will be happier.
Tabaxi: +1 CHA makes this about as good as the Drow. Still sub-optimal.
Tiefling: +2 CHA is always welcome, and fire resistance is great. Hellish Rebuke is also a good spell for you to have in your back pocket.

Feral Tiefling: High elves weren’t useful and neither is this.
Devil’s Tongue: Slightly better if you’re trying to be the party face.
Hellfire: You’ll get more mileage out of Hellish Rebuke than Burning Hands.
Winged: In addition to looking awesome, flying is great.
Tortle: +2 STR is decent, but Natural Armor will put you behind the plate-wearers a little, and you won't be able to make up for it with the Defense fighting style because that only applies when wearing armor.
Triton: +1 to STR, CON, and CHA would be good enough, but Tritons also get access to some good spells for disrupting groups.
Yuan-ti Pureblood: A respectable +2 CHA, but also poison immunity and magic resistance. Potential to be very strong.

Legimus
2017-11-29, 06:52 PM
Rule With an Iron Fist
Weapons of War

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How to Act like a Conqueror
You are going to be most comfortable where the fighting is thickest. Once you hit level 7, your main objective should be to maintain fear over as many enemies as possible for as long as possible. If you can’t keep enemies locked down by frightening them, make sure to stay close to your allies so you can keep them safe through Aura of Protection and use Lay on Hands in an emergency.

Your first move should always be to inflict fear. Your allies with higher DEX will likely take turns before you in combat, and as the campaign goes on you are only going to fall lower on the initiative list. Your role is to disable enemies and keep your allies safe. Fear is your single most powerful tool for accomplishing that, so it’s essential that your first turn is always used to frighten enemies. Wrathful Smite is going to be one of your most useful spells, and it is going to stay useful throughout your campaign. The Fear spell will be a strong opener against groups. Until level 20, Conquering Presence is your best ability — 30ft in every direction, only targets you want to be afraid, doesn’t require concentration, and recharges on a short rest. It will be useful in almost every situation, so don’t be afraid to cast it.

A few commenters have pointed out a particularly powerful, yet subtle, part of your aura. Frightened enemies in the aura have their speed reduced to 0, and this has devastating implications for enemies whom you knock prone. While a creature is prone, attack rolls against it (so long as the attacker is within 5 feet) have advantage. Attacks from any farther away have disadvantage. But in order to stand up again, a creature must expend half its movement speed. From D&D Beyond: "You can't stand up if you don't have enough movement left or if your speed is 0." See the trap? Your aura reduces their movement speed to 0. This means that an enemy that is (a) frightened of you and (b) caught in your aura cannot get up. Doesn't matter if they're a peasant or a dragon. They will be stuck, kneeling before your terrible power.

Now, this is a double-edged sword. Melee attackers get advantage, but ranged attackers get disadvantage. Play it by ear based on the encounter and what your party needs. But take note of spells and abilities that knock targets prone, and advise your party to do the same.
Don’t forget that frightening creatures can also cover a retreat. So long as you are in between your friends and your foes, a frightened enemy can’t come after you.

Paladin spell economy suffers because you have a lot of great spells competing for your concentration. This is especially true for the Oath of Conquest, because you are going to be busy maintaining fear. There will be ample situations where you need to concentrate on something else, but be mindful of the trade-offs.


Paladin Spells


Bless: Great benefit for you and your party, but it takes concentration.
Ceremony: Very fun, especially from a story standpoint, but very limited.
Command: See earlier.
Compelled Duel: Useful if your target is immune to fear.
Cure Wounds: Healing is nice, but you already have Lay on Hands.
Detect Evil & Good: Just use Divine Sense.
Detect Magic (ritual): Important spell, but your casters will probably have it.
Detect Poison & Disease: Really situational. Prepare it if you think you’ll need it.
Divine Favor: Damage is nice, but not worth the concentration.
Heroism: You know how strong fear is, so keeping your allies safe from it can be critical.
Protection From Evil & Good: Strong in the right situation, but it takes your concentration.
Purify Food & Drink (ritual): Same as the detection spells.
Searing Smite: Decent damage, easy to use.
Shield of Faith: +2 AC can be very strong, but it takes concentration.
Thunderous Smite: I’ve always loved the imagery with this spell. The damage is good for its level, and it offers some crowd control.
Wrathful Smite: Single-target fear on demand. Always have this prepared.


Aid: Strong buff with nice scaling, and it doesn’t take concentration!
Branding Smite: Decent damage and it scales, but lackluster if you’re not fighting invisible enemies.
Find Steed: A trusty steed to serve you in and out of combat. Very good all-around utility, and plenty of room for creativity.
Lesser Restoration: He’s a bit of a fixer-upper!
Locate Object: Highly situational, but potentially game-changing in those situations.
Magic Weapon: It takes concentration, but sometimes you really need a magic weapon.
Protection from Poison: If your party’s dealing with poisonous things, this is for you.
Zone of Truth: Great for interrogations both brutal and benevolent.


Aura of Vitality: Not a lot of healing and takes concentration, but a great option when your enemies can't be frightened.
Blinding Smite: Respectable damage, and blind is a good way to shut down certain enemies.
Create Food & Water: Just carry some snacks, problem solved.
Crusader’s Mantle: Divine Favor, but for the whole party. High damage potential, often worth the concentration.
Daylight: The anti-Darkness. You will probably never need this.
Dispel Magic: Very powerful, very important, and very likely that one of your casters has this prepared.
Elemental Weapon: Magic Weapon 2.0. Great if your enemies have a particular weakness.
Magic Circle: It can be very strong, but is very situational. Also takes some time to set up.
Remove Curse: Everyone needs a good curse-breaker.
Revivify: This makes you a literal life-saver, and only one other class has this spell. Keep it prepared.


Aura of Life: Exceptional against enemies with necrotic damage, but it takes your concentration. Perfect to keep prepared against undead.
Aura of Purity: Normally this is very powerful, but your Aura of Protection is going to give you and your party +5 to most saving throws at this point.
Banishment: Make an enemy disappear for a minute or gets rid of them altogether.
Death Ward: If you’re worried about someone dying (including yourself), this is great protection for most of a day. And no concentration!
Find Greater Steed: Ever wanted to be Hercules? Have a pegasus.
Locate Creature: Like Locate Object. Useful, but situational.
Staggering Smite: For when your target is immune to fear and you really want to punish them.


Banishing Smite: 5d10 damage and Banish wrapped into one. Great for disabling enemies mid-fight.
Circle of Power: An amped-up version of Aura of Warding. Devastating if you’re going against spell casters.
Destructive Wave: One of the best area damage spells in the game, and it doesn’t take concentration. But for you, it's even better. When frightened enemies are in your aura, they have a speed of 0. If you cast this and knock them prone, that means they do not have enough movement to stand up. Now all your front line get advantage. Pretty much always worth preparing.
Dispel Evil & Good: This is great if you’re dealing with a lot of negative enchantments, and it basically lets you banish foes by touching them. But it’s going to be pretty situational.
Geas: One of the most hilariously powerful spells out there. Get creative.
Holy Weapon: Add a full Divine Smite to every attack for a minute. Punish and blind your enemies when you want to end it.
Raise Dead: This is exceptional, but you rarely need it prepared in advance. If you find you need to resurrect someone, you can take a long rest, prepare it in the morning, and chances are 10 days won’t have passed by then.

To elaborate on why Wrathful Smite is so darn powerful: unlike all other frightened effects, subsequent attempts to break it use a WIS check, not a save. This has two implications. First, your target won't get the benefit of any bonus to WIS saves. They have to work on raw WIS. Most creatures with high WIS saves have it because of a save bonus, not because of a high base stat. Second, being frightened imposes disadvantage on ability checks, like this one. So say you're level 8 with a spell save DC of 16, and your target has a +3 WIS bonus. It has to roll a 13 or higher, which is a 40% chance. Not great odds, but still solidly in your favor. But if you win that initial roll, subsequent attempts to break free (a) cost an action and (b) are at disadvantage, pushing the chance of success down to a measly 16%. This is the spell you use to make ancient dragons afraid of you.


Feats


Alert: Very helpful for ensuring you frighten enemies early.
Athlete: Cool for showing off, and not a lot else.
Actor: If you want to be the party face, this can be a lot of fun. Otherwise, mediocre.
Charger: A little extra charge damage never hurt anybody.
Crossbow Expert: You are a tank. You are not ranged.
Defensive Duelist: Very strong, as you can still use STR when wielding a finesse weapon. Sky blue for DEX paladins.
Dual Wielder: Paladins aren’t built for dual-wielding, but you might make it work by multiclassing into fighter.
Dungeon Delver: Good because you’ll probably be walking in front.
Durable: It’s okay, but you likely won’t have high CON so this doesn’t go far.
Elemental Adept: You are mainly dealing psychic and radiant damage, which aren’t on this list.
Grappler: Only good if you want a wrestling build.
Great Weapon Master: Combined with Guided Strike and Divine Smite, this can be devastating.
Healer: Not bad, but not great either. You already have Lay on Hands.
Heavily Armored: Useless for you.
Heavy Armor Master: Flat damage reduction to the most common damage types.
Inspiring Leader: You’ll have the CHA, and because you're maxing it out this gets your party up to 25 extra HP.
Keen Mind: If you want a keen mind, roll a wizard.
Lightly Armored: Useless for you.
Linguist: Languages can be really important depending on the campaign. Nice if you’re the party face.
Lucky: My grandfather always said “you’ve got to be lucky,” and he was right.
Mage Slayer: Very potent if you need help dealing with casters.
Magic Initiate: Cantrips are great, especially Sorcerer/Warlock cantrips like Booming Blade and Green-Flame Blade. Lots of potential here.
Martial Adept: It’s probably better to just multiclass into Battlemaster.
Medium Armor Master: An extra +1 AC if you went DEX, but there are better options.
Mobile: You’ll be surrounded by enemies, so moving around with ease is good.
Moderately Armored: Useless for you.
Mounted Combat: Not very useful for most classes, but you have the power to summon a steed, so you can get some serious mileage out of this.
Observant: It’s a cool idea, but you probably won’t get much out of it.
Polearm Master If you want a two-handed tank, this is key to optimizing.
Resilient: All of your saves will be pretty good thanks to Aura of Protection. This will send things through the roof.
Ritual Caster: Plenty of useful rituals out there.
Savage Attacker: Essentially advantage on damage rolls.
Sentinel: Arguably the best tanking feat there is. This skyrockets your battlefield control and offers serious utility when you're facing fear-immune enemies. You can definitely make a fine tank without it, but if you want to optimize, this should always be high on your priority list.
Sharpshooter: You’re not a “kill from afar” kind of guy. You’re more of a “look them in the eyes while you stab them to death” kind of guy.
Shield Master: Basically gets around the fact that you have low DEX. Also, you can knock enemies prone as a bonus action.
Skilled: If you really want to be a skill monkey, I guess.
Skulker: Even if you’re DEX-based, you probably won’t be the one sneaking around.
Spell Sniper: Nothing useful for you. If you want a cantrip that badly, take Magic Initiate.
Tavern Brawler: See Grappler.
Tough: Extra health never hurts, but you can do better.
War Caster: You’ll be maintaining concentration often, so this can do a lot for you.
Weapon Master: You are a martial class. You don’t need this.


Bountiful Luck [Halfling]: Spread the luck to everyone! But you’re still a Halfling.
Dragon Fear [Dragonborn]: A weaker form of fear with +1 to one of your favorite stats.
Dragon Hide [Dragonborn]: Really not useful, since you fight with weapons and wear plate armor.
Drow High Magic [Drow]: Cool spells, but better in the hands of casters.
Dwarven Fortitude [Dwarf]: More health? More heals? Sure!
Elven Accuracy [Elf & half-elf]: Solid pick if you have a reliable source of advantage and want to up your damage.
Fade Away [Gnome]: You don’t want to be invisible. You want to be in peoples’ faces.
Fey Teleportation [High Elf]: Free Misty Step and bonus CHA. Solid choice. Shame only high elves get it.
Flames of Phlegethos [Tiefling]: Aside from Searing Smite, you don’t really use fire damage. But it does get you a lukewarm damage aura and +1 CHA.
Infernal Constitution [Tiefling]: You are now resistant to three types of damage and get more health. Good pick for a tank.
Orcish Fury [Half-Orc]: Some extra offensive beef. Nice if you’re going two-handed.
Prodigy [Human and half-humans]: This is a pretty versatile feat. Expertise can be very potent, especially with Athletics checks to shove someone prone. Never bad, but there are always better options.
Second Chance [Halfling]: Why force them to reroll when you can just impose disadvantage through fear? Also, you’re still a Halfling.
Squat Nimbleness [Dwarf & small races]: Useful if you’re ever up against really strong opponents.
Wood Elf Magic [Wood Elf]: Druids have some decent cantrips, but nothing you need.

Legimus
2017-11-29, 06:54 PM
Strength Above All
Thinking Outside the Box

https://i.pinimg.com/736x/3d/5c/6f/3d5c6fb017b3a4c611fd2fe3426d2828--character-concept-art-character-reference.jpg

What if They're Fearless?
Are your enemies undead? Golems? Ultramarines? Unfortunately for you, D&D has plenty of monsters that are simply immune to fear. A high WIS save can be overcome by your spell save DC and a little elbow grease, but nothing beats simple immunity. Most DMs are going are going to realize pretty fast that fear is your core mechanic, and most will react by making sure you occasionally have to deal with something that’s immune to your devastating good looks withering glare.

The good news is that you’re still a paladin, and that means you have a diverse arsenal of defensive, offensive, and utility spells. When you can’t frighten your enemy, you usually just need to modify your tactics a little. Here are a few things to consider focusing on when you come across fearless foes:

Stay close to your party. You usually want to keep creatures away from your allies, but if you can’t control your enemies you want to be in a position to save anyone who’s in danger. Plus, this will get people in range of Aura of Protection, which is exceptional.
Don’t forget about opportunity attacks. It won’t necessarily stop enemies, but if you’re close together it means you can punish monsters that try to get around you.
You can’t frighten anyone, which means you can concentrate on other things. Some of your best options early on are Bless, Shield of Faith, and Crusader’s Mantle. If you’re having trouble with a single stubborn enemy, consider using Compelled Duel.
Later in the game, for defense I’d recommend Aura of Purity. Combined with Aura of Protection, your party will basically be immune to control. Use Aura of Life if you’re up against necrotic damage. For offense, invoke Holy Weapon and just break your enemies. If you can’t pin them down, sometimes the best you can do is just kill them quickly.

If you suspect these encounters are going to become common, you may want to consider some more permanent changes, such as the following:

Taking Magic Initiate to get Booming Blade. Using it instead of attacking sacrifices some damage, but provides a strong incentive for enemies to stay put. You can also use this as an opportunity to take a useful 1st-level spell like Absorb Elements, Shield, Charm Person, Hex, or Hellish Rebuke. If you go this route, seriously think about investing in War Caster as well.
Multiclass. More on this later, but other classes offer a lot of tools for upping your offensive power and defensive utility.
Get Sentinel. You should probably get it anyways, but this will make protecting your party members a lot easier.

You will clearly still make a difference against enemies that can’t be frightened. You’re hard to kill, deal respectable damage, and have good spells to defend your party. But you will be at a disadvantage. If you think your campaign is going to revolve around fighting fearless monsters, I’d seriously consider a different subclass.


The DEX Paladin
When I first started playing with the paladin class, I thought DEX builds were a farce. Something fun and different to experiment with, but not a serious path. I was wrong, even for a tanking build like the Oath of Conquest. If you're hungry for a different way to play the paladin, here's an overview.

Now, investing in DEX and not STR does come with costs. It leaves you more vulnerable to abilities that can displace you or knock you prone. Positioning matters for everyone, but it matters most for you as a tank. You lose access to Heavy Armor Master, which is a potent feat. You limit yourself to finesse weapons and are pretty much forced to take the Defense fighting style, meaning less attack damage. You become an easier target for being grappled. Remember that grapple involves a check, not a saving throw, meaning you won’t get the benefit of your Aura of Protection. Now, you can use DEX to contest a grapple, but you’ll need a background to get proficiency (Entertainer/Gladiator). Lastly, you won’t be able to multiclass. Multiclassing out of paladin requires 13 STR and CHA, and if you’ve invested that much in STR you’re not going to have enough points for a good DEX build.

However, the benefits can outweigh the costs. DEX saves are one of the most common in the game, so with Aura of Protection and a high DEX score you’ll be taking half damage from spells left and right. Half plate and a shield gets you to 19 AC, just 1 less than plate would. And—my favorite benefit—you get much better initiative rolls, making it easier for you to set up combat. Ironically, focusing on DEX instead of STR makes for a more conservative, defensive tank. If you want to make a DEX paladin with the Oath of Conquest, here are some tips:

Choose a race that can guarantee you 16 DEX and 20 CHA by level 8.
Take the Defense fighting style.
Start with a rapier and shield, then find some half plate as soon as possible.
Choose the Entertainer/Gladiator background for proficiency in Acrobatics.
Take Defensive Duelist at level 12 (or level 1 if you pick Variant Human).



The Polearm Paladin
The Aura of Conquest reduces enemy speed to 0 when they are frightened, which opens a unique opportunity for reach weapons. If they are melee-only, then you can sit back, relax, and poke them to death. If you’re interested in a two-handed Conqueror, here are some things to consider.

Most reach weapon builds rely on the Polearm Mastery / Sentinel combo to grant you opportunity attacks that freeze enemies in place. But you’re not most people. You freeze your enemies with terror, not weapons. While the classic combo is still useful for this oath, and a lifesaver if you run into anyone that is immune to being frightened, it won’t be your cornerstone.

As mentioned above, Aura of Conquest is what makes a polearm build here interesting. Knowing that, just remember that you aren’t going to see anything special until after level 7. A polearm paladin is more focused on damage, so having a high STR will be important (unless you multi into Hexblade). Furthermore, you are still focused on maxing out CHA as early as possible, so before level 8 you aren’t going to have a very different build from other Conquerors.

The way to play a polearm Conqueror is very simple. Step 1: Make targets frightened of you, thus freezing them in place. Step 2: Attack them from 10ft away with your polearm. Step 3: Do not move into melee range. Repeat steps 2 and 3 until enemies are dead.

It really is that simple. And because that simplicity offers so much power, I recommend that any Conqueror interested in a two-handed build carry a polearm. The other martial weapons offer more damage, but remember that the Oath of Conquest is about control. If you are choosing this oath, raw damage shouldn’t be your primary objective. This doesn’t mean you have to give up the close-range weapons entirely. Just make sure you always have a polearm available to take advantage of this combo.

This build is not without its drawbacks, though. The polearm Conqueror has to work hard to balance their bonus action economy. Smite spells (though not Divine Smite) use a bonus action; the extra hit from Polearm Mastery uses a bonus action; attacking with Spiritual Weapon uses a bonus action; and an extra attack via Great Weapon Master uses a bonus action. And that’s to say nothing of all the spells you have that are cast with a bonus action. This won’t necessarily make you weaker, but you will have to work harder to figure out how to use that bonus action every turn. Your combat is going to be a lot less formulaic.

The simplicity of your base strategy opens up a lot of variety. Because of your aura, you don’t have to take Polearm Mastery or even Sentinel to make it work. Here are a few ways to play it:

Combine Great Weapon Master and Guided Strike. Once every short rest, you can make an attack with +5 to hit and +10 damage. To get the most use out of this, I recommend not multiclassing until after level 9, because then you get the Fear spell and won’t be reliant on Conquering Presence to frighten groups.
Take a level in fighter for the Defense fighting style. Without a shield you’ll only get up to 18 AC, and since you are probably still the party tank that +1 AC might make your life a lot easier.
Make frequent use of Armor of Agathys. It’s a reliable spell for bolstering your defense, and it doesn’t take concentration.
Put 4 levels into Hexblade and take Pact of the Blade. This will allow you to use your CHA for attack and damage rolls with two-handed weapons, meaning you don’t need to invest in STR and can take more feats.
Make a Bugbear character. Get +5ft range for melee attacks. Profit.

Because this build has so many different forms, the only things that you really need are the following:

Take the Great Weapon Fighting fighting style.
Start with a polearm (glaive, halberd, or pike) and a two-handed martial weapon without reach. Use this secondary martial weapon until you get Aura of Conquest at level 7. Once you have your aura, switch to primarily using your polearm.
Take Great Weapon Master at level 12.

Beyond that, do what makes the most sense and feels the most fun.


Multiclassing
The most important part of multiclassing as a Conqueror is knowing your limits.
First, you need 13 STR, so you will be STR-based (unless you go Hexblade).
Second, get to level 7 before multiclassing. Delaying Aura of Conquest is delaying your key to tanking. In fact, you should probably get to level 8 in paladin first, because you want to maximize your CHA as early as possible. Also consider that at level 9 you get the Fear spell, which is one of the most powerful tools in your arsenal for battlefield control.
Third, keep in mind that your paladin auras—Protection, Courage, and Conquest—triple in size when you hit level 18. Most multiclass paths are going to deny you that boon. Additionally, the damage from Aura of Conquest is based on your paladin level, so it will be weaker.
Fourth, be wary about sacrificing ASIs. Tanks arguably benefit from feats more than any other class, and you are a MAD tank. You need 20 CHA, and you should aim for at least 18 STR. One less ASI can have a big impact on you.
Last, think about what you and your party need. If you want to get the most out of being a Conqueror, you’re aiming primarily for features that offer you easier battlefield control.


Barbarian: You just don’t need Unarmored Defense. Rage also prevents you from using spells, which means no fear.
Bard: More spells, more slots, better skills, and it all uses CHA. If you’re looking for some extra utility or want to be the party face, this class is great. The College of Swords also gives you another fighting style and Defensive Flourish.
Cleric: A good spell list, but most of their class features don’t compliment you. Plus, you shouldn’t be investing in WIS.
Druid: Wild Shape prevents spellcasting, and the spell list don’t offer much synergy. Again with the WIS.
Fighter: Now we’re talking. Just one level gets you another fighting style and some bonus healing, and a second level gets you Action Surge. Fighter is particularly versatile because you can take six levels in it without losing an ASI. Three or four levels into Cavalier makes one of the stickiest tanks in the game.
Monk: Relies on DEX and WIS. If you have enough of them to multiclass into this, you are doing something wrong.
Ranger: Another fighting style is nice, but the spells rely on WIS and don’t offer you much control or survivability.
Rogue: There is a way to multiclass into rogue with Oath of Conquest, but it pushes you to be very MAD and needs careful planning with your levels.
Sorcerer: Low HP, but a good selection of offensive and defensive spells, including the Booming Blade and Green-Flame Blade cantrips, which are great for you. Divine Soul you also get all those shiny cleric spells, and Shadow Sorcerer gets you a weaker version of Undying Sentinel. Make sure you invest enough levels to capitalize on Metamagic.
Warlock: Short rest slots for more smiting along with great spells and cantrips for upping your offensive potential. If you get Invocations, consider picking up Eldritch Smite for enormous nova potential. It stacks with your Divine Smite, deals force damage, and knocks your target prone. Archfey gives you another option for fear, Fiend gives you some survivability, and Hexblade…well, I have a separate note for that.
Wizard: INT is even worse for you than WIS. If you want some casting power, pick sorcerer or bard.


The Knight Tyrant: Conquest 9 / Cavalier 11

This sacrifices a lot of offensive power and your late game spells, but it turns you into a really stubborn tank. Fighter has so much to offer you here: a second fighting style, Action Surge, a pretty strong Second Wind, and three attacks. The Cavalier then gives you Unwavering Mark, which is perfect for enemies that can’t be frightened; Warding Maneuver, which make protecting your friends easier; and Hold the Line, which is almost as good as Sentinel. On top of all that, taking Conquest to level 9 gets you access to the Fear spell, which is an incredibly powerful tool.
Alternatively, you can build Conquest 8 / Cavalier 12 for an extra ASI. However, unless you've hamstrung yourself by picking a sub-par race, I don't think there are scenarios where an extra ASI will get you more utility than Fear.

The Hell Guard: Conquest 9 / Hexblade 4 / Battle Master 7

This gives you some offensive boost and adds a lot of utility to your toolkit. It’s also compatible with a two-handed build. Warlock grants you two 2nd-level spell slots (on a short rest!), some nice spells, cantrips, two Invocations, and a Pact Boon. I prefer Pact of the Blade, but Tome can be good too. Hex Warrior means you don’t have to focus on STR, and so can instead get feats or invest in CON. Fighter gives you all the usual goodies, and Battle Master gets you five maneuvers with d8 superiority dice. I like Commander’s Strike, Goading Attack, Pushing Attack, Riposte, and Trip Attack.
As above, you can go Conquest 8 / Hexblade 4 / Battle Master 8 if you really want that extra ASI. But again, it's usually not going to be worth it.

The Twilight Templar: Conquest 16 / Shadow Sorcerer 4

You still get your 4th-level spells and Scornful Rebuke, but just a few levels into Shadow Sorcerer pays great dividends. You get a few more spell slots, Booming Blade, some good spells, and Strength of the Grave, which will make you significantly harder to kill. But the real beauty is Metamagic. Take Quickened Spell and Twinned Spell. With either or both of those, you’ll be able to spread Booming Blade like wildfire.

The Menacing Minstrel: Conquest 12 / Valor Bard 8

A fun build if you want to be the party face, and brimming with utility. You’ll get some bard spells up to the 4th level (looking at you, Polymorph) and pretty strong Bardic Inspiration. You’ll have 5 d8 inspiration dice on a short rest, and Combat Inspiration lets them be used to boost the damage or AC for your allies.

The Hexblade is probably the strongest and most versatile subclass to come out of Xanathar’s Guide to Everything. Its multiclassing potential is borderline outrageous. Just one level into Hexblade gets you:

Hexblade’s Curse, for better criticals and scary bonus attack damage.
Hex Warrior, which basically means you don’t have to worry about STR anymore.

The warlock is already a solid pick to multiclass into, but Hexblade instantly turns you from a MAD character to a SAD one. Normally you would use three or four of your ASIs to max out CHA and round out STR. With Hexblade you can stop at 15 STR, just enough to wear plate. This means you can easily afford three feats with your remaining ASIs. If you take four levels, you still get all your ASIs, a Pact Boon, and two Eldritch Invocations.

If I’m being honest, I’m tempted to rate this gold instead of sky blue. So long as you don’t multiclass until after level 8, I think Conquest 19 / Hexblade 1 is almost universally superior to Conquest 20. The only thing level 20 gets you is Invincible Conqueror, and I’ll grant it’s one of the best capstones. But Hex Warrior makes everything before level 20 so much easier for you. You will do more a lot more damage, have more feats, get access to two great cantrips (Booming Blade and Eldritch Blast), and have a short rest spell slot to use for divine smites, Shield, or whatever you please. And losing Invincible Conqueror isn’t so terrible considering you have Hexblade’s Curse. To illustrate:

Assuming you have max STR and CHA at level 20 and are using a longsword, your standard attack is 1d8 (sword) + 1d8 (improved smite) + 5 (STR) ≈ 14. The standard 5% to crit adds 2d8 damage to one in every twenty attacks, which translates to an average of ~0.45 extra damage per hit. With two attacks, your average DPR is around 29.
If you pop Invincible Conqueror, you get a third attack and a 10% chance to crit. The bonus crit chance translates into ~0.9 extra damage per hit. 14.9 x 3 ≈ 45. This represents a 55% increase in damage output on a long rest.
If you use Hexblade’s Curse, you add your proficiency bonus (+6) to every hit, making your standard attack hit for ~20. The 10% chance to crit still only translates into ~0.9 extra damage per hit, so we’re looking at 20.9 x 2 ≈ 42. This is a 45% increase in damage output on a short rest.

There’s a noticeable difference, and there are ways to widen that gap (e.g. factoring in Dueling), but it’s not as stark as you may think. Of course, Invincible Conqueror gives you more chances to pop smites, and resistance to all damage should not be overlooked. It’s incredibly strong. When you’re fighting the BBEG, it will undoubtedly be better to have a level 20 capstone than a level 1 subclass feature. But that is the only time it will be worth it.

That one level into Hexblade also gives you access to Booming Blade. By level 20 it does an extra 3d8 damage to your target whether they move or not. With Hexblade’s Curse, using Booming Blade instead of attacking twice is 1d8 (sword) + 1d8 (improved smite) + 3d8 (BB) + 5 (CHA) + 6 (proficiency) ≈ 34. A 10% to crit translates into ~3 damage per hit, so one hit with BB gets you ~37 damage on average. But if your enemy is stupid enough to move, they take another 4d8 (~20), damage. At level 20 you’re going to run into a lot of enemies that are either resilient or outright immune to being frightened, so BB is a versatile tool for keeping them grounded.

If you don’t think you’ll be making it all the way to level 20, you should seriously consider putting a level into Hexblade. And even if you think you will make it to level 20, Hex Warrior will make the journey there significantly easier.


Unearthed Arcana
This guide is geared primarily to use official materials and supplements. I chose to do this because the official materials are the ones that have likely been put through the most testing for things like fun, efficacy, and balance. And, well, because they’re official. The stamp of approval makes it much more likely, in my experience, that a DM will allow it at their table. I wanted to make sure this guide is giving advice that you can almost always rely on.

That being said, the Unearthed Arcana publications have a lot of fantastic and fun options for races and feats, and many DMs will welcome them. Below is a short guide to the races, subraces, and feats that have been published through Unearthed Arcana. I’ve excluded materials that have a “final version” like the racial feats to avoid confusion.

Elf Subraces:

Avariel: Flying elves! And nothing that you really need.
Eladrin: +1 to CHA is good, and I think the free teleport every short rest makes this solidly better than the Drow. The shifting cantrips are fun, too.
Grugach: +1 STR is okay and druid cantrips are neat, but not being able to speak Common is a bit of a setback.
Sea Elf: Decent if you want to play Aquaman, I guess.
Shadar-kai: Like the Eladrin, but the teleport is more tactical. Similarly better than the Drow.
Changeling: Stats are okay, self-polymorph has a lot of fun potential.
Gith: +1 INT isn’t all that useful.

Githyanki: +2 STR and a free Misty Step can come in handy.
Githzerai: You definitely don’t need +2 WIS, and you aren’t running around without armor either.
Minotaur: +2 STR and some fun abilities. Don’t underestimate your horns. A 1d10 unarmed attack is no joke. You can probably just carry a shield and no weapon at all.
Shifter: The stats aren’t great, but some of the Shifting Features are neat.

Beasthide: Not bad for tanking, but there are better races for it.
Cliffwalk: “The agility of a mountain goat?” How about no.
Longstride: Don’t need the mobility, don’t need the DEX.
Longtooth: Some bonus STR, and you get to grapple people with your teeth.
Razorclaw: Extra DEX and a weak bonus attack aren’t worth it.
Wildhunt: You’re already proficient in WIS saves and get great saving throws. Don’t need this.
Tiefling Subraces: All of them get +2 to CHA, which normally would make them blue or better in my book. But rated relative to each other, some are just better for you. Still, no bad options here.

Abyssal: +1 to CON and extra health is great. The randomly-rotating spell list can get a bit weird, though.
Asmodeus: Normal tiefling!
Baalzebul: Normal stats with less useful spells.
Dispater: Good if you want to be a little sneaky. Great if you want to be DEX-based.
Fierna: +1 WIS is better for you than +1 INT, and you’ll be a good party face.
Glasya: Slightly better than Dispater because you get Minor Illusion.
Levistus: +1 to CON and a free Armor of Agathys each day. Great for tanking.
Mammon: Normal tiefling with less useful spells.
Mephistopheles: Normal tiefling, but Magic Missile and Web are okay, I guess.
Zariel: +1 to STR and a couple of free smites. Can’t go wrong.
Warforged: Weaker stats, but +1 AC is superb for a tank like yourself.

Close Quarters Shooter: You’re not a ranged attacker.
Mariner: I think this is only good if you focus DEX and use a two-hander, which isn’t optimal for tanking. But if that’s what you want, then this is better than Defense.
Tunnel Fighter: This, combined with Sentinel, probably can justify putting off Aura of Conquest for a little. It eats up your bonus action every turn, but unlimited opportunity attacks against big groups can be very strong.

I love the skill feats and I’m sad they didn’t make it into Xanathar’s. They’re an easy way to round out one of your core stats and add some flavor. Most of them are totally useless to you, but there are a few gems. I should note that not all reds here are equally bad. Many of the skill feats have a lot of fun potential, but their opportunity cost is just too high.


Acrobat: A wee bit of extra mobility. Not that special.
Animal Handler: You already have Dominate Beast.
Arcanist: Leave it to the wizard.
Brawny: This will make it incredibly hard to grapple you. Also easier to shove people prone.
Diplomat: +1 CHA and a free charm ability. Great if you’re the party face.
Empathic: Waste an action so you can get advantage on your next turn? No thanks.
Historian: Stop trying to be all bookish, it gets in the way of conquest.
Investigator: You are not a detective.
Medic: If you want to heal your friends, you have Lay on Hands.
Menacing: Now this feat was just made for the Conqueror. You sacrifice an attack, but it doesn’t take concentration to maintain, it uses a WIS check instead of a save, and you roll with double proficiency. You’ll scare almost anyone with this.
Naturalist: Some fun little spells, but tree-huggers don’t conquer the world.
Perceptive: Rating blue only because Perception is such a valuable skill. Double proficiency can really save you when you least expect it.
Performer: Very niche, but fun if you took the Entertainer/Gladiator background.
Quick-Fingered: It’s okay if you’re DEX-based I guess.
Silver-Tongued: Some mobility and advantage attacks. Nice.
Stealthy: You can’t be much of a tank if you’re hiding. But some scenarios do call for sneaking.
Survivalist: Alarm isn’t that useful, and if you need it that badly someone else will have it.
Theologian: Pondering the gods takes time from killing foes.

Pretty much all the weapon feats are good simply because of the +1 to attack. If you want to have a signature weapon, these are all fun ways to do it.


Fell Handed: Takes some setup to maximize, but if you have a source of advantage on your attacks this will let you prone-lock enemies.
Blade Mastery: A little extra defense if you want, but advantage on opportunity attacks combos well with Sentinel.
Flail Mastery: Basically makes you anti-shield, and combined with Sentinel this will help you prone-lock enemies too.
Spear Mastery: Turn your spear into a martial weapon, though I think the competing bonus actions unnecessarily complicate things.

If you're looking to optimize a character, these are all virtually useless. But they can add some color to a campaign.


Alchemist: Leave science to the wizards.
Burglar: Too specialized to be worth it for you.
Gourmand: Everyone loves a cook.
Master of Disguise: +1 CHA is great! But you’re probably not going to be disguising yourself all that often.

A note on the Menacing feat: This is, without a doubt, the best of the skill feats for the Oath of Conquest, and may even be one of the best feats for you, period. The +1 CHA means you can use it to round out stat advancement, and it’s almost as good as Wrathful Smite for locking down single targets. You’ll likely be making the Intimidate check with double proficiency, and your target will be relying on a WIS check, not a save, which makes it much more likely you’ll succeed. And it has a range of 30ft! Combined with Shield Master, you can frighten a target, knock them prone, then make an attack with advantage.

The drawback is that it only lasts a round, unlike your other options. And if they resist, you can’t use it on them again for an hour. However, this one is practically free. It doesn’t take an action, a bonus action, a reaction, concentration, or even a spell slot. If you need to deal with multiple targets or you really need that second attack, you have plenty of options for frightening enemies. But Menacing is a terrific tool to add to your kit. Special thanks to Malisteen for this insight.

This is my first guide, so thank you for reading to the end. I’d love to know your thoughts, questions, and suggestions. Go forth and conquer!

Mith
2017-11-29, 07:58 PM
Double Check on the Kobolds there. They get a -2 to STR, not a +2.

Malaketh
2017-11-29, 08:06 PM
Aren't wisdom checks and wisdom saving throws mutually exclusive? You state that the frightened condition would impose disadvantage on subsequent wisdom checks but I believe they need to just pass wisdom saves.

Legimus
2017-11-29, 08:40 PM
Double Check on the Kobolds there. They get a -2 to STR, not a +2.

Upon closer inspection there's a tiny blot on my copy of Volo's. Thank you!

Legimus
2017-11-29, 08:43 PM
Aren't wisdom checks and wisdom saving throws mutually exclusive? You state that the frightened condition would impose disadvantage on subsequent wisdom checks but I believe they need to just pass wisdom saves.

I thought I'd seen a dev quote interpreting it this way, but I can't seem to find it. Will remove until I have further proof. Thanks!

Nidgit
2017-11-29, 08:49 PM
Nice start!

Personally I'm enchanted by the prospect of a terrifying Dexadin halfling. I'm not sure if Channeling Divinity reveals you when you're Hiding but either way you can sneak up on someone and scare their pants off.

Rhaegar14
2017-11-29, 10:02 PM
I feel this guide needs to mention how potent a reach weapon is on this build. Any opponent you've feared can't move at all while within your ten foot aura; just stand ten feet away from a melee opponent, continuously attack them, and laugh at how little there is they can do about it.

I also feel this guide could benefit from a subsection on what to do against things that are immune to fear. Any character that's going to build around such a common immunity needs to think about what they're going to do when their main strategy doesn't work.

Arvin Natsuko
2017-11-29, 10:25 PM
Very nice Guide!

I was already planning a char like this. Thanks a lot.

Only one question: why do you think Dragon Fear is a "weaker form of fear"?

Seems very strong to me:

- Recharges on short rest;
- No concentration;
- Only gets a second save if suffers damage;
- 30 ft. creatures of your choice

I really can't see why you think Conquering Presence is better.

Galactkaktus
2017-11-29, 10:45 PM
I also feel this guide could benefit from a subsection on what to do against things that are immune to fear. Any character that's going to build around such a common immunity needs to think about what they're going to do when their main strategy doesn't work.

A subsection whould be great. I'm guessing that you will just play a character with high AC and smites so it shouldn't be that hard to figure out.

Legimus
2017-11-30, 12:47 AM
Only one question: why do you think Dragon Fear is a "weaker form of fear"?

Seems very strong to me:

- Recharges on short rest;
- No concentration;
- Only gets a second save if suffers damage;
- 30 ft. creatures of your choice

I really can't see why you think Conquering Presence is better.

So both are 30ft, no concentration, targets of your choice, on a short rest. Very strong, no doubt. But Conquering Presence is only limited to targets you can see. Dragon Fear, on the other hand, automatically fails if a target can't see or can't hear you, so it can't be used to get the drop on enemies. Additionally, a target frightened by Dragon Fear gets to repeat its saving throw whenever it takes damage. If you attack it twice on your turn, that means you've given it two chances to break free. On top of that, Aura of Conquest deals damage if a creature starts its turn frightened of you, so it can try to break the fear at the beginning of its turn. And all attempts to break Dragon Fear come free. They don't cost actions or bonus actions.

Contrast this to Conquering Presence, where a creature's only chance to break it comes at the end of its turn, no matter what. Or to Wrathful Smite, where subsequent WIS checks cost an action. Or to Fear, where it can only repeat the save if you are out of line of sight. Dragon Fear is a great tool in your toolkit, but it is just so much easier to break than your ordinary mechanics.

Legimus
2017-11-30, 01:05 AM
Aren't wisdom checks and wisdom saving throws mutually exclusive? You state that the frightened condition would impose disadvantage on subsequent wisdom checks but I believe they need to just pass wisdom saves.

I figured out the discrepancy in my notes. It applies to Wrathful Smite only, not other frightened effects. It is a unique spell in that subsequent attempts to break it use a WIS check, not a saving throw, and cost an action. I've included a comment in the spells section explaining this. Thanks again for pointing this out.

Chugger
2017-11-30, 05:41 AM
Good guide. Was not understanding the lvl 7 aura - now I do. It's menacing but does nothing unless I also fear a creature within the aura. Then, it can't move and takes damage. Got it.

DarkKnightJin
2017-11-30, 05:48 AM
Thank you. I already had the idea to build a Conquest Paladin, but you've scooched me from Dragonborn to Fallen Aasimar. Which ties into another character idea I had, so that all works out.
I always had a Warlock dip planned for this one, but Hexblade is starting to look more and more appetizing. Though I'd go for a 3 or 4 level dip, and grab Tome. Because Aspect of the Moon to never sleep sounds kinda thematic.

Honestly. If you come across a guy/gal that literally can't be put to sleep, and stays awake all night, without even yawning. You're gonna think something's not quite right with them. And that's mildly terrifying on it's own, I feel.

Arvin Natsuko
2017-11-30, 01:57 PM
So both are 30ft, no concentration, targets of your choice, on a short rest. Very strong, no doubt. But Conquering Presence is only limited to targets you can see. Dragon Fear, on the other hand, automatically fails if a target can't see or can't hear you, so it can't be used to get the drop on enemies. Additionally, a target frightened by Dragon Fear gets to repeat its saving throw whenever it takes damage. If you attack it twice on your turn, that means you've given it two chances to break free. On top of that, Aura of Conquest deals damage if a creature starts its turn frightened of you, so it can try to break the fear at the beginning of its turn. And all attempts to break Dragon Fear come free. They don't cost actions or bonus actions.

Contrast this to Conquering Presence, where a creature's only chance to break it comes at the end of its turn, no matter what. Or to Wrathful Smite, where subsequent WIS checks cost an action. Or to Fear, where it can only repeat the save if you are out of line of sight. Dragon Fear is a great tool in your toolkit, but it is just so much easier to break than your ordinary mechanics.

Hum

Nice points. I have to agree with you.

The thing is that the auto aura damage doesn't synergises well with the Dragon Fear.

Thanks for the tip.

Malaketh
2017-11-30, 02:44 PM
I figured out the discrepancy in my notes. It applies to Wrathful Smite only, not other frightened effects. It is a unique spell in that subsequent attempts to break it use a WIS check, not a saving throw, and cost an action. I've included a comment in the spells section explaining this. Thanks again for pointing this out.

No Problem! and nice guide, I was turned off of trying this oath based on a couple new guides that have sprung up but you have given me a renewed hope. Gonna try it once our group is done TftYP.

Thank you

Legimus
2017-11-30, 03:56 PM
Added a subsection on how to deal with enemies that are immune to fear, per the suggestions from Rhaegar14 and Galactkaktus. I have also added a list of four ideas for multiclass builds. Working on adding a subsection about a polearm build.

Caelic
2017-11-30, 07:11 PM
I may have overlooked it, but did you mention how useful Eldritch Smite is to an OoC multiclass? The ability to automatically knock the opponent prone is particularly potent when you can reduce their movement to 0 and leave them terrified, immobile, prone, and taking psychic damage every round in addition to whatever punishment you care to dish out.

GeistInMachine
2017-12-01, 03:15 AM
Others have mentioned Dragon Fear being slightly underrated, and I agree.

Personally, I would use Dragon Fear over the Channel Divinity as an opener. The advantage is that you can ignore enemies that fail the save, they are heavily neutered combatants due to fear, and they can't shake it. This gives yourself and your party the opportunity to focus down enemies that do save while taking minimal damage from the afraid combatants.

With the Channel Divinity, those same combatants would have many chances to save if you dont get to them immediately.

So Dragon fear is the better crowd control ability. A no concentration, AoE, minute long no repeat save debuff is rare and strong.

When facing multiple opponents, I tjink having the effect stick on ones you are unable to deal with immediately is the most important. Save the Channel Divinity for priority targets that you plan to use your Aura to combat. But for the mooks, Dragon Aura is a much stronger effect

DarkKnightJin
2017-12-01, 03:35 AM
AFB right now, but isn't Dragon Fear the one where they get to repeat the save EVERY TIME they take damage?

Because that makes it a lot less useful. Especially since the Aura of Conquest deals damage at the start of the afflicted creature's turn, if memory serves.

GeistInMachine
2017-12-01, 03:50 AM
The lack of a save until damage is tje strength, not the weakness of Dragon Fear.

Its fire and forget, you use it, and a number of enemies are neutered until you choose to engage them on your terms. Unlike Channel divinity, where the saves every turn means they can meaningfully rejoin the fight after a second save.

For Dragon fear, you don't attack the ones who are afraid, you have your party focus fire the unafraid, while the ones affected by fear cant do anything to become effective again.

I view it as similar to Hypnotic pattern. You disable a number of enemies, and focus on ones not disabled, because the disabled enemies can wait. With Channel Divinity, you are on a timer, more akin to somthing like stinking cloud. Still effective, but not for long.

Both have their uses, but I think Dragon Fear is far better for general crowd control. Channel divinity is better for things that need to die immediately and keep their minions away temporarily while doing so.

Legimus
2017-12-01, 09:23 AM
I think you're not factoring in that Aura of Conquest deals damage to targets at the start of their turn, though. If your enemies are trapped in your aura, then they get a chance to save at the start of their turn. If you want to avoid that by keeping them out of your aura, then they are at liberty to run away, which poses problems.

Something else I've been trying to figure out with Dragon Fear is whether sight and hearing affect subsequent attempts. The way I read it, saying the target "can repeat the saving throw" refers back to the original saving throw, which "automatically succeeds...if it can't hear or see you." And if that's the case, all a target needs to do is run away, hide behind a tree, and then they're free.

Sception
2017-12-01, 10:02 AM
Very nice guide. Honestly, I feel what hexblade 1 adds to the build, not just curse & hex warrior, but also booming blade, eldritch blast for a high quality ranged fallback, the shield spell, and one slot per rest to shield or bless or wrathful smite with, are enough to make it worth multiclassing into as early as second level, even at the cost of delaying the aura by one level.

A half elf tyrant with a level of hexblade also gets a lot more out of elven accuracy than a regular tyrant, since you can get that triple advantage on your cha based attacks and get +1 cha to round your starting 17 up to an 18, so you don't even fall behind in ASIs.

If you don't think your campaign will make it all the way to level 18+ anyway (few do, ime), then there's honestly solid cause to take warlock up to level 2 or maybe even 3, though I wouldn't take more than the first level before paladin 8, for the reasons you already stated. A second recharging slot and invocations at second level are a big deal for you, significantly reducing your need to ration daily resources, and a pact boon (blade allowing you to use halberds w/ cha, or chain if going sword & board) and spell level bump with the third level are also fantastic.

In general, the one level dip is probably best here, but there's definitely cause to at least consider a slightly longer divergence. I mean, you basically say as much under 'warlock' and in the one multiclass build with four levels of warlock, but the hexblade write up in particular kind of makes it sound like one level sort of the be all and end all

GeistInMachine
2017-12-01, 11:26 AM
I am factoring in the fact that being within 10ft auto damages the enemy, but I dont think it is relevant to the intent of Dragon fear, which is to keep a number of enemys away for a long while, not close in to engage.

Channel Divinity ia a lot better if you want them staying put, but every enemy running away is one that isn't dealing damage. If there are no other enemies to alert, I think dragon fear is a better choice.

Dragon fear is the better Defensive ability, Channel Divinity is a better Offensive ability.

When you go after single targets anyways, I think Wrathful Smite is the far stronger choice. But Dragon Fear is the better of the two crowd control options, which is patching up a weakness Paladins tend to sorely lack.

lesbiasparrow
2017-12-01, 12:36 PM
Don’t forget Shield Master lets you shove prone as a BA, and with speed 0 they can’t stand up again...niiiice advantage right there.

Legimus
2017-12-01, 01:05 PM
Dragon fear is the better Defensive ability, Channel Divinity is a better Offensive ability.

I think that's a fair way to put it. I still rate it as weaker here because I think the Oath of Conquest is an offensive tank. Dragon Fear is definitely strong, but it doesn't have nearly as much synergy as your other abilities that inflict frighten. And if I'm right about subsequent saves being automatic if they can't see or hear you, I think that makes it much easier to break.


Don’t forget Shield Master lets you shove prone as a BA, and with speed 0 they can’t stand up again...niiiice advantage right there.

Great point! I always forget about the shove benefit. I'll make a note of that in the Feats subsection.

GeistInMachine
2017-12-01, 05:26 PM
I think the OR is an logic OR, meaning one or the other, not an exclusive OR of either .

Otherwise, couldn't an enemy just avert their gaze, and instant save the next time they take damage? That does not seem right.

Chugger
2017-12-01, 06:23 PM
See or hear?

This means someone is casting darkness, fog, silence or deafness - that sort of thing.

It could happen, but how often is that going to happen? Well, if you go shadow sorcadin, maybe a lot - so maybe watch for this. Otherwise, I just don't see it happening all that often. If an enemy caster blows a slot and action to cast those spells - that means the caster didn't get off a fireball or suggestion or w/e that round. Sure it hurts to have the scared creatures now freed of that, but it's not all bad, either.

I guess a pita DM who loves undoing party tactics could exploit this, so it is a consideration.

Hey, guide writer - why did you make a multi into Sorc only blue - and only cleric sorc sky blue. I think you grasp the conquest stuff very well (and thank you for the guide), but I do think you're misleading people by suggesting a multi into sorc is that crappy (only blue). It's really very much sky blue - maybe gold, if you know how to max it.

First, a draconic sorc multi gives you +1 hp to sorc lvls, meaning your base hp per level is 5 - that's only one lower than a base level for pal, which is six, so it's not as weak as you're suggesting. And it's very easy to get fire or some other elemental resistance. And you get metamagic and increase your slots, meaning you can DS like a crazy fool - and pump out insane single target damage. And you got sorc spells, which can be very handy. You can also shield or absorb elements on any turn - insane. So many overlook absorb element. Just look at that main sorcadin link that lives here in this forum (unlimited bladeworks or something, it's called) - it's in the guides. Give that a look and please tell me all sorc should not be sky blue at the very least! :smallwink:

Legimus
2017-12-01, 07:49 PM
Hey, guide writer - why did you make a multi into Sorc only blue - and only cleric sorc sky blue. I think you grasp the conquest stuff very well (and thank you for the guide), but I do think you're misleading people by suggesting a multi into sorc is that crappy (only blue). It's really very much sky blue - maybe gold, if you know how to max it.

First, a draconic sorc multi gives you +1 hp to sorc lvls, meaning your base hp per level is 5 - that's only one lower than a base level for pal, which is six, so it's not as weak as you're suggesting. And it's very easy to get fire or some other elemental resistance. And you get metamagic and increase your slots, meaning you can DS like a crazy fool - and pump out insane single target damage. And you got sorc spells, which can be very handy. You can also shield or absorb elements on any turn - insane. So many overlook absorb element. Just look at that main sorcadin link that lives here in this forum (unlimited bladeworks or something, it's called) - it's in the guides. Give that a look and please tell me all sorc should not be sky blue at the very least! :smallwink:

Well, my standard for blue is "Very useful. This will serve you well in most scenarios," so I don't think there's any way to read my rating as suggesting that multiclassing into sorcerer is "crappy." I think Sorcerer is a great option for multiclassing. And I agree with you that Sorcadin is an extremely powerful multiclass (we've read the same guide). Prior to the release of Hexblade, it was arguably the most powerful multiclass. But my reasoning is that this isn't a general paladin guide. It's specifically for the Oath of Conquest, which is an offensive tanking subclass. I think Sorcerer levels can absolutely help with that—heck, they'll do a great job if you know what you're doing. But sorcerer HP comes on a d6, as opposed to the d8 of warlock or d10 of fighter. Levels in sorcerer can be a lot of fun, but too many and you're trading your ability to take hits, which is your job. Draconic Sorcerer will get you the same HP/level as a warlock, but none of the other origins do. 4-6 levels is probably the most you can do, and 6 levels into sorcerer isn't worth it, in my opinion. All the best 3rd-level sorcerer spells either take concentration or are for back line damage-dealers, and you want to be concentrating on frightening enemies. 5 or 6 levels also costs you an ASI.

Sorcerer is a great multiclass and gives you a lot of options. I'm all for it. I just don't think it's exceptional, and I don't think it offers as much synergy with the Oath of Conquest as fighter or warlock.

Chugger
2017-12-02, 12:52 AM
That's a good point, and crappy was a poor choice of words on my part.

And yes, hexblade has changed everything - can't possibly disagree w/ you there.

And if sorc is not a sky blue option w/ _conquest_ - well you'd know more than I would. I'm taking it that you're seeing conquest as more an amazing control-tank (with a very cool, strange and new control feature). And the sorcadin - at least the pre-x form - is more a striker with weird casting flexibility - if it controls it's because it casts a wall or a hyp pattern or w/e. I'd still say that being able to pump lots of high-voltage DS's into targets works with Conq/sor - but if you think that's only blue, maybe it is. I haven't had a chance to run one of these yet. Thanks again for the guide. I'm sorry if earlier I didn't say that - these things take a lot of work, and we should always show respect for that!

EdenIndustries
2017-12-02, 08:52 AM
Fantastic guide! I'd been mulling over how to maximize the fear potential of this Oath, but you went ahead and crunched it all for me, much obliged :smallsmile:


Working on adding a subsection about a polearm build.

This is what I'm really interested in! I'm thinking a Dragonborn Paladin 19/Hexblade 1 with 5 ASI's can pick up:
+2 Cha
Polearm Master
Sentinel
Dragon Fear
Menacing (UA skill feat)

And then have 20 Cha, two feats that allow you to frighten people, and two feats that let you stand 10 feet away and hammer enemies without much they can do. A nice package! The biggest question is, they're all so handy, what order to take them in? Decisions, decisons...

Legimus
2017-12-02, 05:03 PM
Fantastic guide! I'd been mulling over how to maximize the fear potential of this Oath, but you went ahead and crunched it all for me, much obliged :smallsmile:



This is what I'm really interested in! I'm thinking a Dragonborn Paladin 19/Hexblade 1 with 5 ASI's can pick up:
+2 Cha
Polearm Master
Sentinel
Dragon Fear
Menacing (UA skill feat)

And then have 20 Cha, two feats that allow you to frighten people, and two feats that let you stand 10 feet away and hammer enemies without much they can do. A nice package! The biggest question is, they're all so handy, what order to take them in? Decisions, decisons...

Well stay tuned, I'm hoping to have the polearm subsection done soon. And thanks!

As for the build you're thinking of, you'll need Pact of the Blade (3 levels into warlock) in order for Hex Warrior to apply to two-handed weapons, so I'd recommend a Conqueror 16 / Hexblade 4 build. You lose your 5th-level spells, but you still get all the best Hexblade goodies, two Invocations, and some extra spell slots.

Galactkaktus
2017-12-02, 05:18 PM
I like this guide alot. What do you think of a segment for the jurney to level 20. Like important levels and spell selecion along the way. One important thing atleast as far as i'm understanding the oath of conquest is that it doesn't really come online until level 7(can be later if you multiclass). Before level 7 you're just another paladin.

Legimus
2017-12-02, 09:23 PM
I like this guide alot. What do you think of a segment for the jurney to level 20. Like important levels and spell selecion along the way. One important thing atleast as far as i'm understanding the oath of conquest is that it doesn't really come online until level 7(can be later if you multiclass). Before level 7 you're just another paladin.

I don't think there's a really clear path to 20 because you're an offensive tank, and what I mean by that is your focus is very much on the environment you find yourself in. In any party, you always have to balance (a) your needs, (b) the party's needs, and (c) the campaign's needs. Different kinds of tanks will find a different balance. As two examples, also out of Xanathar's, the barbarian Ancestral Guardian is primarily focused on mitigating damage to allies, so you'd want to prioritize being responsive to your party's needs in combat. The fighter Cavalier, on the other hand, relies on martial skills to make you a more desirable target than your allies, and that means your own strength and durability take higher priority.

Contrast these to the Oath of Conquest, whose power comes from being able to control your enemies. You really have to build your paladin in a way that makes sense given the sort of adventure you anticipate finding yourself on. You're right that Conquerors are a little generic before level 7, but I'd argue that most paladin oaths are. Conquering Presence is a potent disable at low levels, even without Aura of Conquest. Because your path to 20 is going to be very responsive to the enemies you're facing, I think the only golden rules I can come up with are:

Max out CHA as soon as possible
Always have Wrathful Smite prepared.

Beyond that, I actually think it's pretty up in the air what you need to do. That's actually one of the reason I like this oath so much.

EdenIndustries
2017-12-02, 11:19 PM
Well stay tuned, I'm hoping to have the polearm subsection done soon. And thanks!

As for the build you're thinking of, you'll need Pact of the Blade (3 levels into warlock) in order for Hex Warrior to apply to two-handed weapons, so I'd recommend a Conqueror 16 / Hexblade 4 build. You lose your 5th-level spells, but you still get all the best Hexblade goodies, two Invocations, and some extra spell slots.

Ah you're right, I missed that limitation. That definitely changes things...losing 5th level spells means no Destructive Wave. If you have enemies within your aura frightened (so having a speed of 0) and then you hit them with that and they go prone, they're stuck and can't get up! Granted that does come online very late, though it synergizes wonderfully with the aura extension that you get right afterwards.

hmm....well I'll be eagerly awaiting your polearm section to help me make my decision :smallsmile:

Legimus
2017-12-03, 03:33 PM
Ah you're right, I missed that limitation. That definitely changes things...losing 5th level spells means no Destructive Wave. If you have enemies within your aura frightened (so having a speed of 0) and then you hit them with that and they go prone, they're stuck and can't get up! Granted that does come online very late, though it synergizes wonderfully with the aura extension that you get right afterwards.

I actually hadn't even thought of that. I completely forgot about the rules for prone. That makes Destructive Wave twice as powerful with this build. Thanks for pointing this out! I've added a note to the spells subsection.

EdenIndustries
2017-12-03, 08:29 PM
I actually hadn't even thought of that. I completely forgot about the rules for prone. That makes Destructive Wave twice as powerful with this build. Thanks for pointing this out! I've added a note to the spells subsection.

My pleasure, I'm glad I could make a contribution!

Zene
2017-12-03, 11:12 PM
If you dip Bard or Sorcerer 1, you get access to Earth Tremor, which is a 10-ft radius knockdown aoe. Pretty nice, especially on top of the other benefits of full caster class dips for a paladin.

I’m actually considering using this in my build. I’m trying to maximize the fear lockdown aspects of Conquest. While the 30’ radius aura at 18 is amazing, it’s a long slog from L7 to L18 —if I even make it that far. So I’m thinking of taking conquest to 7 or 8, then going full caster class (warlock, sorcerer, bard, or some combination) for more spell slots to power wrathful smite and Fear, plus a few other benefits (earth tremor, shield, absorb elements, bonuses to saves and initiative, etc).

Legimus
2017-12-04, 12:33 AM
I've added a note in Part 1 explaining how the synergy between Aura of Conquest and inflicting prone.

EdenIndustries
2017-12-04, 12:42 AM
If you dip Bard or Sorcerer 1, you get access to Earth Tremor, which is a 10-ft radius knockdown aoe. Pretty nice, especially on top of the other benefits of full caster class dips for a paladin.

I’m actually considering using this in my build. I’m trying to maximize the fear lockdown aspects of Conquest. While the 30’ radius aura at 18 is amazing, it’s a long slog from L7 to L18 —if I even make it that far. So I’m thinking of taking conquest to 7 or 8, then going full caster class (warlock, sorcerer, bard, or some combination) for more spell slots to power wrathful smite and Fear, plus a few other benefits (earth tremor, shield, absorb elements, bonuses to saves and initiative, etc).

That's a good point. And in fact, I think a College of Glamour Bard could be a great multiclass. You'd get:

Earth Tremor at level 1
Tasha's Hideous Laughter at level 1
Mantle of Majesty at level 6. You can cast Command every turn for a minute as a bonus action! That's crazy. Command explicitly mentions telling an enemy to Grovel (go prone) as one of its options. I feel like this is kind of thematic with Oath of Conquest too. Just walking around demanding people bow at your feet, and still getting to attack on your turn.

Zene
2017-12-04, 12:58 AM
That's a good point. And in fact, I think a College of Glamour Bard could be a great multiclass. You'd get:

Earth Tremor at level 1
Tasha's Hideous Laughter at level 1
Mantle of Majesty at level 6. You can cast Command every turn for a minute as a bonus action! That's crazy. Command explicitly mentions telling an enemy to Grovel (go prone) as one of its options. I feel like this is kind of thematic with Oath of Conquest too. Just walking around demanding people bow at your feet, and still getting to attack on your turn.


Oh wow. That is amazing.

GeistInMachine
2017-12-04, 03:58 AM
With all the comments about prone, I can see some additional synergy with thunderous smite that hasnt been mentioned

Thunderous smite is a 10ft push and prone, so if the enemy is afraid from the Channel Divinity, you can whack them with Thunderous smite, then chase them 5ft to lock them in your aura.

The Channel Divinity radius is actually very synergistic. At 30ft range, a melee enemy is prevented from getting any closer to you, but you only have to move 25 ft to get next to them to attack. Use thunderous smite, they are pushed 10 ft away, 15 ft away total. Move those last 5 ft, and they are locked prone in your aura for allies to wail on, or for yourself using a reach weapon

Zene
2017-12-04, 12:44 PM
With all the comments about prone, I can see some additional synergy with thunderous smite that hasnt been mentioned

Thunderous smite is a 10ft push and prone, so if the enemy is afraid from the Channel Divinity, you can whack them with Thunderous smite, then chase them 5ft to lock them in your aura.

The Channel Divinity radius is actually very synergistic. At 30ft range, a melee enemy is prevented from getting any closer to you, but you only have to move 25 ft to get next to them to attack. Use thunderous smite, they are pushed 10 ft away, 15 ft away total. Move those last 5 ft, and they are locked prone in your aura for allies to wail on, or for yourself using a reach weapon

Nice. So we've got:

Thunderous Smite (single-target str save), L1 Paladin spell
Earth Tremor (10' aoe dex save), L1 Sorcerer/Bard spell
Destructive wave (30' aoe con save), L5 Paladin spell
And then of course prone via the Shove attack action (single-target str/dex check) --which is especially nice if you've got Hex (from Warlock dip) and/or Expertise in Athletics (from Bard dip or the Prodigy feat).

Legimus
2017-12-05, 01:35 PM
Update: Thanks to the ideas and suggestions of some of your comments, I have added a subsection on building a Conqueror that uses a polearm.

EdenIndustries
2017-12-05, 04:30 PM
Update: Thanks to the ideas and suggestions of some of your comments, I have added a subsection on building a Conqueror that uses a polearm.

Awesome, thanks! One question though: you mention in that subsection that, "The simplicity of your base strategy opens up a lot of variety. Because of your aura, you don’t have to take Polearm Mastery or even Sentinel to make it work." But to me, if you take those two feats the combo is still much better since you get this flow:


Enemy approaches within 10 feet
Opportunity attack hit with Polearm Master
Their speed drops to 0 from Sentinel
On your turn, fear them.
Now they're stuck at 10 feet away!

As opposed to:

Enemy approaches within 10 feet and keeps on coming into 5 feet and attacks you.
Next turn, you frighten them and have to move back to 10 feet, drawing an OA as you do so (albeit with disadvantage since they're frightened)
Now you can keep them at bay at 10 feet.

Especially if you take the Tunnel Fighter fighting style (which, granted, is UA and not printed, and also takes your bonus action unfortunately) you can do that first sequence against any number of enemies.

So in the first case you take two feats to avoid taking 2 attacks per enemy in the 2nd case. Is it worth it? Well...maybe! If you're controlling lots of enemies, not having to soak 2 attacks per approaching enemy (or more given that higher CR enemies tend to have multiattack) could be significant.

Legimus
2017-12-05, 06:04 PM
Good point! And I agree. I think that for optimal control, you should still take Polearm Mastery and Sentinel. They will make you a better tank. But because you can root them anyways, unlike other polearm builds, their relative value is diminished. That being said, I think it all just goes to show what I initially suspected when I read Xanathar's: the Oath of Conquest opens up a lot of new doors for dynamic and fun tanking. Thanks for spurring me to do more research on this. I'm actually really excited to try a polearm Conqueror now.

EdenIndustries
2017-12-05, 06:07 PM
Good point! And I agree. I think that for optimal control, you should still take Polearm Mastery and Sentinel. They will make you a better tank. But because you can root them anyways, unlike other polearm builds, their relative value is diminished. That being said, I think it all just goes to show what I initially suspected when I read Xanathar's: the Oath of Conquest opens up a lot of new doors for dynamic and fun tanking. Thanks for spurring me to do more research on this. I'm actually really excited to try a polearm Conqueror now.

You're welcome! And yeah I'm also very eager at the prospect of playing a polearm Conqueror...I also think it's a fun thematic thing if you have Polearm Master and Sentinel since it's like enemies can't even bear to finish approaching you, they're so terrired and awed in your presence :smallsmile:

Zene
2017-12-05, 06:46 PM
Update: Thanks to the ideas and suggestions of some of your comments, I have added a subsection on building a Conqueror that uses a polearm.

The new section is great, thanks!

One neat thing about the “freeze em and hit em from 10 feet” strategy, is that it also works with lance (if mounted) and whip.

They both have their drawbacks of course —lance has problems if you dismount, or have to attack a creature within 5’; and whip has a pitiful damage die. And neither can benefit from PAM or GWM.

But on the plus side, they both can be used with shields, and they both can be used as charisma weapons for just a 1-level hexblade dip, making them great for SAD builds. (Polearm would require a three hexblade level detour to use with charisma.) And they both also fit the Conquest theme and aesthetics (at least in my head) fairly well.

I think I’m gonna go whip on my Conquest/Glamour-command build. Kind of a “cruel taskmaster” feel.

Legimus
2017-12-05, 09:17 PM
You keep saying frightened protects your allies from attacks and spells, but the vast majority of spells are saving throws on the part of targeted creature, which frightened does not affect.

True, but there are still lots of spells and abilities that still use attack rolls. And if a creature can cast spells, DMs often have a lot of leeway in deciding what those spells might be. With a quick look through the spells list I can think of a few examples you might face:

Fire Bolt
Chromatic Orb
Ice Knife
Ray of Sickness
Scorching Ray
Vampiric Touch

They might not be as common as spells that take a saving throw, but there are still plenty of them. It's no Aura of Warding, but it definitely offers an extra layer of protection.

Naanomi
2017-12-05, 10:06 PM
Other than cantrips, there are very, very few spells that use attack rolls. It's a vanishingly small list, and you've included most of them.
Chaos bolt
Guiding bolt
Inflict wound
Witch bolt
Flame Blade
Spiritual weapon
Storm sphere
Bigby’s hand
Steel wind strike
Wall of light
Crown of stars
Mordenkainen’s sword

D-naras
2017-12-06, 02:50 AM
Awesome, thanks! One question though: you mention in that subsection that, "The simplicity of your base strategy opens up a lot of variety. Because of your aura, you don’t have to take Polearm Mastery or even Sentinel to make it work." But to me, if you take those two feats the combo is still much better since you get this flow:


Enemy approaches within 10 feet
Opportunity attack hit with Polearm Master
Their speed drops to 0 from Sentinel
On your turn, fear them.
Now they're stuck at 10 feet away!

As opposed to:

Enemy approaches within 10 feet and keeps on coming into 5 feet and attacks you.
Next turn, you frighten them and have to move back to 10 feet, drawing an OA as you do so (albeit with disadvantage since they're frightened)
Now you can keep them at bay at 10 feet.

Especially if you take the Tunnel Fighter fighting style (which, granted, is UA and not printed, and also takes your bonus action unfortunately) you can do that first sequence against any number of enemies.

So in the first case you take two feats to avoid taking 2 attacks per enemy in the 2nd case. Is it worth it? Well...maybe! If you're controlling lots of enemies, not having to soak 2 attacks per approaching enemy (or more given that higher CR enemies tend to have multiattack) could be significant.

I think RAW reach weapons only get their bonus 5' reach when you attack with them which sadly means that the OA from Polearm Master only works when they get within 5 feet of you.

Galactkaktus
2017-12-06, 03:16 AM
I think RAW reach weapons only get their bonus 5' reach when you attack with them which sadly means that the OA from Polearm Master only works when they get within 5 feet of you.

Aren't you making an attack when you do an opoprtunity ATTACK? Or am i missing something?

Trey Bright
2017-12-06, 06:28 AM
What do you lose exactly besides some lay on hands and the capstone if you take the 4 levels of hexblade and 16 of conquest?

EdenIndustries
2017-12-06, 07:08 AM
I think RAW reach weapons only get their bonus 5' reach when you attack with them which sadly means that the OA from Polearm Master only works when they get within 5 feet of you.

I don't think this is true. Check out this twitter exchange: https://twitter.com/JeremyECrawford/status/502972149175287808?ref_src=twsrc%5Etfw&ref_url=https%3A%2F%2Fwww.sageadvice.eu%2F2014%2F0 9%2F02%2Fpolearm-master-opportunity%2F

It's a bit hard to follow (and you have to go back a bit to get the full context), but it sure seems like it's saying that Polearm Master lets you have an OA when a creature enters 10 feet (with the exception of Quarterstaff, as Jeremy Crawford notes)

Legimus
2017-12-06, 12:16 PM
What do you lose exactly besides some lay on hands and the capstone if you take the 4 levels of hexblade and 16 of conquest?

Larger auras and your 5th-level spells. I think a lot of people underrate just how powerful the bigger auras are. A 10ft range is decent, but in all likelihood is only going to protect you and your front line. Bumping that up to 30ft at level 18 means that your entire party is pretty much always going to be protected. Suddenly everyone has +5 to all saving throws and is immune to fear (so long as you're awake). That's an enormous boon to your party in the late game. For Aura of Conquest, it means that you go from controlling the melee to controlling an entire room. Fear and Conquering Presence have ranges of 30ft, so as soon as you frighten someone you can have them trapped in your web, taking damage and unable to move.

For the spells, paladins have a terrific arsenal at the 5th level. And because you're a paladin, you learn them all and can pick and choose which ones to prepare based on what you need. Destructive Wave deals tons of damage and knocks a whole room prone, which synergizes great with your aura. Circle of Power, combined with your bigger Aura of Protection, lets your party shrug off even the worst spells. And if you're lacking a cleric or a bard, you're the only one who can cast Raise Dead.

Overall, I'd say that those last few paladin levels really spike your power level as a tank. I'm in a campaign right now with my Conqueror, and he's only level 8 but I'm planning on taking just a single level in Hexblade because I want to offer that extra control and protection to my party later on. I also like the fantasy of the Oath of Conquest, and I think at high levels it really comes to life and gives you a domineering presence that commands fear and respect. But it all depends on what you want your character to be.

Zene
2017-12-06, 01:25 PM
I think RAW reach weapons only get their bonus 5' reach when you attack with them which sadly means that the OA from Polearm Master only works when they get within 5 feet of you.

You may be thinking of the Bugbear pc race’s reach feature. That, specifically, only gives reach while attacking on your turn. As far as I know that’s the only instance of reach with that restriction.

D-naras
2017-12-08, 04:47 AM
I don't think this is true. Check out this twitter exchange: https://twitter.com/JeremyECrawford/status/502972149175287808?ref_src=twsrc%5Etfw&ref_url=https%3A%2F%2Fwww.sageadvice.eu%2F2014%2F0 9%2F02%2Fpolearm-master-opportunity%2F

It's a bit hard to follow (and you have to go back a bit to get the full context), but it sure seems like it's saying that Polearm Master lets you have an OA when a creature enters 10 feet (with the exception of Quarterstaff, as Jeremy Crawford notes)


You may be thinking of the Bugbear pc race’s reach feature. That, specifically, only gives reach while attacking on your turn. As far as I know that’s the only instance of reach with that restriction.

Yup, according to the srd (which is updated with erratas while my 1st print PHB isn't) you are both right. Here's the link for reference:
reach weapon property (http://5e.d20srd.org/srd/equipment/weapons.htm#reach)

Thank goodness because the initial rule was really silly. Here's what my PHB says: Reach. This weapon adds 5 feet to your reach when you attack with it.

EdenIndustries
2017-12-09, 08:02 AM
By the way this would be the most MAD combo possible, but Conquest Paladin 14/Long Death Monk 6 for causing fear as an action every turn would be interesting. Maybe not effective given the fact that the fear only lasts one turn, you'd lose your expanded aura, and it's crazy MAD. But hey I just thought I'd toss it out in case it inspires someone :smallsmile:

Legimus
2017-12-09, 10:58 AM
Conquest Paladin 14/Long Death Monk 6

Oh man, thank goodness for multiclass stat requirements, because that would just be hysterical haha

Zene
2017-12-09, 12:26 PM
By the way this would be the most MAD combo possible, but Conquest Paladin 14/Long Death Monk 6 for causing fear as an action every turn would be interesting. Maybe not effective given the fact that the fear only lasts one turn, you'd lose your expanded aura, and it's crazy MAD. But hey I just thought I'd toss it out in case it inspires someone :smallsmile:


Oh man, thank goodness for multiclass stat requirements, because that would just be hysterical haha

Holy crap, what a 2-man team that would make though.

Monks with a Paladin aura backing them already basically auto-succeed every saving throw at high levels... and long death is pretty nuts as soon as it hits that "spend a ki point to not die" level... but with this fear synergy and the aura of conquest, they would just be insane together.

Legimus
2017-12-09, 12:59 PM
Oh I wish. That would be the dream team right there. Unfortunately, Aura of Conquest only affects enemies that are frightened of you, not frightened in general. Otherwise, you could build an absolutely insane party. Though Way of the Long Death synergizes well with paladins in general, I think. Hour of Reaping frightens everyone in 30ft who can see you, but after level 10 Aura of Courage makes you and your party immune to fear, meaning your monk can scare mobs with impunity.

Legimus
2017-12-09, 01:14 PM
You might be able to create some sort of Fear Machine multiclass though. It wouldn't be that strong, but it could be pretty fun with the right group. You go Oath of Conquest 12 / Way of the Long Death 8. That way you don't miss out on any ASIs, which are important cuz you're super MAD. 12 paladin levels gets you Aura of Courage to make your party immune to being frightened, and Improved Divine Smite for some bonus damage on your monk attacks (provided you use a weapon). 8 monk levels gets you all the way to Evasion, which seriously boosts your survivability.

Then in combat you just spam Hour of Reaping. Use Channel Divinity, Fear, or Wrathful Smite if you need to be more involved contribute extra damage. It's a pretty weak build overall, and near-useless if your foes are immune, but I think it's a pretty fun idea. You could be like the Scarecrow from Batman or something. You just live to scare people.

Legimus
2017-12-15, 06:22 PM
Updated to include some commentary on general paladin class features and moved the discussion of prone from features to strategy.

vonkraush
2017-12-17, 01:18 AM
I am a new player and my first character is a Conquest paladin which I am a huge fan of. I really like him and will likely keep him around for a while so I need some advice to optimize him since I'm new and don't know what higher levels entail. He's not fully optimized for this guide as he is a more aggressive great weapon fighting variant, I think I'd prefer to make him more offense oriented in general so the more consistent damage potential a build has the better, but he's still a team tank so if an option offers enough defense I'm willing to sacrifice offense for it.

Mainly I want to multiclass at least 3 levels in fighter because it brings so much to the table. I am not sure exactly what to choose though:

1. I've already chosen the two handed weapon fighting style. Would the defense style or the UA Tunnel fighter be a more powerful option. Both seem very strong in their own way.
2. Battlemaster fighter offers a lot of tools which makes my guy better at what he does directly (precision attack goes great with GWM and menacing attack is a very strong source of fear which doesn't require a spell slot or a bonus action) but I've heard that a lot of creatures are immune to fear at higher levels. Would it be optimal to choose battlemaster or instead opt for cavalier which doesn't rely on fear.
3. I rolled for stats and rolled well so I can get by with only 4 ASI. Assuming I want to max out my paladin level at 12 would it benefit my character to dip into 5 levels of bard for inspiration, skills and a bunch of slots, go a full 8 levels of fighter for additional feats, or just go 17 Paladin/3 fighter for access to level 4&5 spells?

Legimus
2017-12-17, 02:07 PM
1. I've already chosen the two handed weapon fighting style. Would the defense style or the UA Tunnel fighter be a more powerful option. Both seem very strong in their own way.
2. Battlemaster fighter offers a lot of tools which makes my guy better at what he does directly (precision attack goes great with GWM and menacing attack is a very strong source of fear which doesn't require a spell slot or a bonus action) but I've heard that a lot of creatures are immune to fear at higher levels. Would it be optimal to choose battlemaster or instead opt for cavalier which doesn't rely on fear.
3. I rolled for stats and rolled well so I can get by with only 4 ASI. Assuming I want to max out my paladin level at 12 would it benefit my character to dip into 5 levels of bard for inspiration, skills and a bunch of slots, go a full 8 levels of fighter for additional feats, or just go 17 Paladin/3 fighter for access to level 4&5 spells?

1. It depends on the makeup of your party. Since you have no shield, the extra 1 AC from Defense can add a lot. If you have a sturdy front line, I'd go with that. But Tunnel Fighter is really strong, especially if you are (a) facing a lot of enemies, and/or (b) have a squishy back line that needs protecting. Tunnel Fighter in combination with Polearm Master is incredible—unlimited opportunity attacks from 10ft. If you pick up Sentinel as well, you will just dominate groups of melee enemies. Its biggest drawback is it costs a bonus action every turn to maintain, while Defense is passive. Since it'll dominate your bonus action economy, I actually think Tunnel Fighter is the more "tanky" option. If you want more offensive power, go with Defense and keep your bonus actions free.

2. I like the Battlemaster a lot, and I think you'll get the most utility out of it. If you're only looking to put 3 levels into fighter, definitely pick Battlemaster over Cavalier. Again, though, it's all about what you're looking to accomplish. If you want to be tankier, Unwavering Mark is one of the best tanking features in the game, and nothing is immune to it. Just keep in mind that the special attack it offers (if your target hits someone other than you) costs a bonus action, so it won't synergize with Tunnel Fighter. Additionally, Unwavering Mark only works if the target is within 5ft of you, so it doesn't synergize with polearms. Battlemaster offers you a lot of versatility, offensive and defensive. Whether or not you'll be facing a lot of fear-immune enemies in the late game really depends on the campaign you're in. There are a lot of possible enemies that are immune to fear, but I can't tell you the likelihood that you'll actually face them. If you want offense and flexibility, go Battlemaster. If you want defense, go Cavalier.

3. I hate to sound like a broken record, but it all depends on what you want your role to be. If you want to be the party face—that is, the guy that handles all the social situations, is the "leader," etc.—then bard is fantastic for all those skills. But since you'll have high CHA anyways, I don't think it's that important. Bardic Inspiration is good, but it takes a bonus action and is more geared for support characters. You won't actually get extra spell slots either for going paladin 12 / bard 5. See the Player Handbook section on multiclassing for the table of spell slots you end up with. It could yield more slots if you had higher level spells, but you don't get 4th or 5th-level spells with that build, so it doesn't matter.

8 levels in fighter is terrific. You want to be a martial powerhouse with high stats, 8 levels in fighter will take you there whether your choose Battlemaster or Cavalier. That being said, I personally love the 4th and 5th-level spells that paladins get. The two Aura spells are very strong, Find Greater Steed gives you a flying mount, Geas has boundless options for abuse, Holy Weapon adds a lot of damage, and Destructive Wave is one of the best AoE spells in the entire game. Plus, getting those late-game spells really adds the feeling of playing a paladin, in my opinion. They make you feel like a holy warrior filled with awesome and terrible power. So I'd go for those full 17 levels. I think you'll find it's a lot more fun to have a distinct identity in the party.

Sception
2017-12-17, 03:42 PM
It's already been brought up in the thread, but the Menacing feat from the Skill Feats UA probably deserves mention in the guide itself. +1 Cha might let you fit it into a build without giving up charisma advancement depending on your starting stats & racial bonus, and the benefit - trading one of your attacks for an intimidate check (most likely with twice proficiency) to cause a round of fear at will can let you lock down at least one target even when all your other resources for causing fear have been burned through. If there's only one enemy you need to lock down, this lets you cause your fear AND take a swing, without burning a bonus or standard action casting a spell or activating an effect.

Combine with shield master, and you can menace an enemy to cause fear, shield bash to knock them prone, and take a swing at them with advantage, all without having burned a single spell slot or limited use ability. Heck, if that swing with advantage scores a crit, you can burn a spell smiting, comfortable in the fact that you're not relying on those slots to inflict fear in future rounds.

It won't always be ideal. I mean, obviously if there's more than one enemy you need to lock down, it's not going to do the job. And other, more resource intensive means of causing fear will last longer than a single round, freeing up your second attack in later rounds. Then again, this could prove a useful fallback option if, say, an enemy passes their save against wrathful smite or the like.

But it's a solid option to have, especially, again, if it happens to fit into your build without delaying cha progress. A half elf conquest paladin starting with 17 cha, for instance, might find this more useful than elven accuracy. Or for a dragonborn who started with cha 16 and already picked up the dragon fear feat pushing cha to 17 in the process.

Legimus
2017-12-17, 03:59 PM
Good suggestion! I've been thinking something similar. I geared the guide towards non-UA material, but what I'm hoping to do next is add a portion that specifically goes over UA races and feats. There's a lot of great material in there that Conquerors could benefit from, I just haven't take the time to comb through all the UA materials and make notes yet.

vonkraush
2017-12-17, 09:58 PM
Thanks for the advice! I think you're right, the paladin 4th and 5th level spells look great and I'm the only member of my team with good healing capability, so hitting level 17 seems more valuable than using bard spell slots for more smites (also we already have a bard so to be honest bardic inspiration is covered).

As for tunnel fighter: I honestly like it more since I'm not using a polearm so it doesn't compete with PAM for a bonus action. Outside of concentration-reliant spells like smites and the occasional GWM bonus how often would I use my bonus action? If I don't have that many uses for it I like having tunnel fighter to make sure I don't waste it, but if its generally going to be taken +1 armor might be better.

Lastly any recommendations for best 3 manuvers? I imagine tripping, menacing and precision are by far the best for this build, but I admit the extra damage riposte offers is tempting. Is it competitive with tripping (the other two are non-negotiable) or is it a trap?

Legimus
2017-12-17, 10:50 PM
Regarding bonus actions, there's a lot of competition. You named a few, but also attacking with Spiritual Weapon takes a bonus action. If you're really focused on offense, you'll probably want to make liberal use of that spell. Cast at the 3rd level, it's almost as good as adding a third attack. That being said, you can fit Tunnel Fighter in there if you want to be a more active tank. My suggested strategy would be to not activate it until the very end of your turn, after you've done everything else and weighed whether or not you need it that round.

For maneuvers, don't worry about damage. With 3 levels in fighter your superiority dice will use a d6, and you're only going to have four of them. I think Trip Attack and Menacing Attack are perfect choices. Precision Attack synergizes with GWM, but you also have Guided Strike. With a d6 it's an average +4 to hit, and I think there are better options. I really like Goading Attack, as it's almost as good as Unwavering Mark. I'm also a fan of Feinting Attack and Riposte. They both give you opportunities to hurt enemies that aren't just your target.

Sception
2017-12-18, 01:21 AM
One thing tunnel fighter does do is help lock down enemies at lower levels, before your aura comes on. A glaive using variant human paladin with sentinel as their bonus feat and tunnel fighter as their combat style essentially has a 10 foot 'you ain't goin' nowhere' aura as early as level 2. even non humans can have it going by level 4, still three levels earlier than the conquest aura.

Heck, w/ sentinel and tunnel fighter, you could justify delaying the proper aura by a couple levels by multiclassing, letting you start with 1 to 3 fighter levels for con saves and stickyness from level one (again assuming var human), or drop in an earlier than usual hexblade level.

bonus action competition is a serious hassle as you gain more levels, spells, and abilities, but then again, once you have your proper aura, its mostly a fallback option against fear-immune crowds anyway.

daisychopper
2017-12-19, 09:35 AM
Hey dude, great guide! First things first, thank you for using the traditional color coding! Some guides use like, green or orange, and frankly, it's uncivilized!

Anyway, I am currently playing a Hex1/Conq5 paladin that I LOVE, and I thought it was interesting that you recommend mention waiting until level 8 before you take Hexblade - wouldn't that mean you're rolling around with 13 STR while still relying on it as your primary attack?

I took Hex ASAP (level 2) and it was a bit painful, esp. at level 5 when everyone else was getting second attack, but I'm not sure I could have survived 8 levels of +1 attack. In hindsight I might have waited until level 3 to take it so I had spellcasting/divine smite, but at such low levels the +3 attack/damage sure did right by me.

I also like that your build focuses on CHA over STR (regardless of Hexdip); having a really high chance of successfully landing spells really changes the flavor of the class for me; whenever I've played a traditional paladin I've always felt like offensive spellcasting could be a bit of a gamble, depending on the spell, and ended up sticking with Bless, etc. It's nice to get away from the "Slots are for Smites" mentality.

Kudos!

Legimus
2017-12-19, 12:48 PM
Thanks! I'm glad you're finding it useful.

To your comment about level progression, you're right, if you put off Hexblade until after level 7 or 8 you're relying on STR for damage while trying to build CHA, and that sets you back a bit. I've got two things in response to that. First, you actually want to start with 15 STR if possible, or at least make sure you have it by level 4 (e.g. start with 14 STR and 17 CHA, put a point into both), because you want to be able to wear plate. So you'll get +2 on your attacks and damage, which I think is pretty reasonable at lower levels.

Second, just keep in mind that the Conqueror's job is tanking, not damage. Paladins are probably my favorite class because they can do both simultaneously, but for this oath you should probably be prioritizing battlefield control over killing power. If you get Hexblade early, yes, you'll get that extra damage and you'll probably have some of the best output in your party at low levels. The synergy is just incredible. But your single most powerful tool, the thing that brings the whole oath together, is Aura of Conquest, and putting that off by even a single level seriously pushes back your ability to tank. The moment you get the aura you become a totally different brand of paladin, and in my opinion it's one of the best AoE control abilities in the game. You'll have something that no one else in the party can offer. By all means, it's not the end of the world if you put it off by a level. For me, though, level 7 is just when the class comes to life. That's when you really start to feel like a Conqueror.

alchahest
2017-12-19, 01:22 PM
those going hex/pal for cha reliance, what are you doing for your AC? light armor and high dex? is there a benefit to this that heavy armor and high strength doesn't give you?

Naanomi
2017-12-19, 01:32 PM
those going hex/pal for cha reliance, what are you doing for your AC? light armor and high dex? is there a benefit to this that heavy armor and high strength doesn't give you?
Medium armor and 14 DEX is AC 17; Heavy Armor and 15 STR is AC 18... sometimes for a very MAD build the loss of 1 AC is worth the slightly easier stat requirements

hellgrammite
2017-12-19, 01:59 PM
Clear advantage to not having a high strength? Not sure. I think the traditional advantages of a Dex build apply.

My backup build right now in an underdark campaign is a Conquest 4/ Hexblade 1.
Race = Drow and primary weapon = WHIP.

Breastplate + Shield = 18 AC.

Dex at 16, Stength at 12 and Charisma at 18.

Dueling taken as fighting style.

For my character this build fits theme, not focusing on optimization. But stealth in this campaign is highly recommended. That said, has an 18 AC, a +7 to hit, and a one handed reach weapon. Granted a whip isn't the most damage dealing, but Dueling offsets some of that in a shield build.

The dexterity build is more to allow the character to sneak around with a higher Initiative, which has its advantages.

alchahest
2017-12-19, 02:16 PM
Medium armor and 14 DEX is AC 17; Heavy Armor and 15 STR is AC 18... sometimes for a very MAD build the loss of 1 AC is worth the slightly easier stat requirements

That does make sense, though I feel like it's just a matter of preference - going str/cha with con secondary and no dip lets you get to higher level things like the aura faster.

ZZTRaider
2017-12-19, 02:37 PM
My backup build right now in an underdark campaign is a Conquest 4/ Hexblade 1..
...
Dex at 16, Stength at 12 and Charisma at 18.

Remember that, without house rules, you need 13 Strength to be able to multiclass in or out of Paladin. If your DM lets you ignore that requirement, fantastic, but in the general case, that does kind of push multiclass Paladins more towards Strength builds than Dexterity.

daisychopper
2017-12-19, 02:59 PM
Thanks! I'm glad you're finding it useful.

To your comment about level progression, you're right, if you put off Hexblade until after level 7 or 8 you're relying on STR for damage while trying to build CHA, and that sets you back a bit. I've got two things in response to that. First, you actually want to start with 15 STR if possible, or at least make sure you have it by level 4 (e.g. start with 14 STR and 17 CHA, put a point into both), because you want to be able to wear plate. So you'll get +2 on your attacks and damage, which I think is pretty reasonable at lower levels.

Second, just keep in mind that the Conqueror's job is tanking, not damage. Paladins are probably my favorite class because they can do both simultaneously, but for this oath you should probably be prioritizing battlefield control over killing power. If you get Hexblade early, yes, you'll get that extra damage and you'll probably have some of the best output in your party at low levels. The synergy is just incredible. But your single most powerful tool, the thing that brings the whole oath together, is Aura of Conquest, and putting that off by even a single level seriously pushes back your ability to tank. The moment you get the aura you become a totally different brand of paladin, and in my opinion it's one of the best AoE control abilities in the game. You'll have something that no one else in the party can offer. By all means, it's not the end of the world if you put it off by a level. For me, though, level 7 is just when the class comes to life. That's when you really start to feel like a Conqueror.

Those are some great points. My thinking was: fear already gives attackers disadvantage, so I can put off on picking up 15 STR until my Pal-8 ASI. As you say, Aura of Conquest is where tanking really comes online because you can actively force yourself to be the only viable target through the root, but it's only one level after that to get the STR 15 ASI. I figured damage would be the best thing I could offer until I get AoC.

daisychopper
2017-12-19, 03:15 PM
those going hex/pal for cha reliance, what are you doing for your AC? light armor and high dex? is there a benefit to this that heavy armor and high strength doesn't give you?

I considered going DEX and wearing medium armor, shorting my CON at 13 and making it up with Resilient: Con (point buy var. human) because it would give me a bonus to initiative and dex saving throws. Ultimately I stayed with STR because I wanted Shield Mastery.

EDIT: The other drawback is that Half-Plate is 750 GP, so it would be a while before I got my hands on any of that. That left me with the same 16 AC that Chain gets me with no DEX investment.

alchahest
2017-12-19, 03:45 PM
wanting to multi out of Paladin also adds to the MADness because even if you're going Dex/Cha, you need at least 13 str. and you probably already have 14 or so con.

Sception
2017-12-19, 03:57 PM
Yeah, single classed dexadins - and a paladin that uses dex for AC is still somewhat a dexadin even if you get to cha to offense - work fine, but once you multi out that Str13 requirement is just a lot of a hurdle to get over. If you're rolling stats it can work, and I kind of wish that had thought of that with my current hexadin, where I did roll the stats enough that I could have done it, but for point buy I just wouldn't.

As for the reasons you might want to try - Initiative is very nice for a character with the sort of crowd control a conquest pally has access to. On top of that, medium armor & stealth-without-disadvantage can work well for a dark knight/dark jedi sort of type that tyrants and especially tyrant/hexblades can lend themselves to.

It's far from necessary, though. One character can't do everything.

alchahest
2017-12-19, 04:00 PM
you don't get cha to offense without multi-ing though. The dream of reducing MAD by taking a level of hexblade doesn't work that well, because you've got high cha, high dex, at least 13 strength, and as a paladin you probably have a decent con, too.

Sception
2017-12-19, 04:30 PM
My phrasing was bad, but I was trying to say that dexadin doesn't multiclass well, and multiclassing into hexblade doesn't completely fix it, because if you're using dex for AC, even with medium armor, then you're still in a significant sense a dexadin.

The fundamental point, that I believe we agree on: hexblade is a /fantastic/ dip for a conquest paladin, but only if you're wearing heavy armor. Or if you roll above average stats in a points buy game, where throwing a 13 in strength doesn't come at the cost of lowering your AC, HP, or worst of all Cha mod.

getting back to UA options, and while we're discussing dexadins more generally, It's worth remembering the Mariner fighting style. For conquest dexadin, it's objectively better than defense style, which is otherwise probably the best printed option. You still get the AC boost, and you get a climb and swim speed to shore up what is otherwise probably a lacking athletics skill.

Along with conquest paladin, it works really nice as a pirate captain sort leveraging his intimidating presence to keep the crew in line and terrify his enemies. It works suprisingly well for that, given that 'paladin' isn't usually the first go-to for 'pirate captain'.

Cynthaer
2017-12-21, 11:13 AM
getting back to UA options, and while we're discussing dexadins more generally, It's worth remembering the Mariner fighting style. For conquest dexadin, it's objectively better than defense style, which is otherwise probably the best printed option. You still get the AC boost, and you get a climb and swim speed to shore up what is otherwise probably a lacking athletics skill.

Along with conquest paladin, it works really nice as a pirate captain sort leveraging his intimidating presence to keep the crew in line and terrify his enemies. It works suprisingly well for that, given that 'paladin' isn't usually the first go-to for 'pirate captain'.

To be fair, that's part of the point of the Mariner fighting style—it lets you translate Fighter/Paladin builds that would otherwise use Heavy Armor into a setting where that would be weird because you're constantly at sea.

Honestly, I think that character sounds brilliant. No other class comes close to (mechanically) capturing the idea of the pirate captain who brings everyone to gibbering terror merely by stepping onto the deck of a seized vessel.

alchahest
2017-12-21, 12:23 PM
For those familiar with the Iron Kingdoms, Skarre, the pirate queen of the Satyxis WONDERFULLY fits as a tiefling Paladin of Conquest with the mariner fighting style.

Sception
2017-12-21, 12:30 PM
I noticed a lot of the sample multiclass builds stop at paladin 8. While that makes sense for ASI's and abilities, I think it's underselling the importance of access to third level spells for fear. Without fear, your options for aoe frighten become very limited, just one per short rest by default.

Vuman and 1/2 Elf Conquest Paladins in particular really want those couple of daily castings of fear to fall back on when Conquering Presence is on cool down. Fallen Aasimar or Dragon Born with the Dragon Fear feat might make do without, but even they would rather have the spell than not have it. If the only thing you'd have to sacrifice out of your secondary class or classes is one more ASI, then I think taking one more level of conquest paladin is the way to go. Especially if your multiclass choice already shores up ASI problems with either extra ASIs like fighter, or by reducing your MADness issues like hexblade.

For instance, I think your 'Knight Tyrant' build would be better off with 9 levels of paladin and 11 levels of cavalier, and your 'Hell Guard' build would be better off with 9 levels of paladin and 3 levels of hexblade, leaving the 8 levels of battle master unchanged.

EDIT: or else 9 levels of paladin, 4 levels of hexblade, and 7 levels of battle master. Particularly if you're taking them in more or less that order.

alchahest
2017-12-21, 12:58 PM
One intensely frustrating thing is that the new spell cause fear is not on the list of spells for conquest paladin.

HOWEVER. Magic Initiate (Warlord) lets you use it, and get a couple of cantrips (like Booming Blade and Toll the Dead, for example) and key off your charisma for it.

Sception
2017-12-21, 02:23 PM
For those familiar with the Iron Kingdoms, Skarre, the pirate queen of the Satyxis WONDERFULLY fits as a tiefling Paladin of Conquest with the mariner fighting style.

A hexblade dip is a particularly good fit here, thematically as well as mechanically.


One intensely frustrating thing is that the new spell cause fear is not on the list of spells for conquest paladin.

HOWEVER. Magic Initiate (Warlord) lets you use it, and get a couple of cantrips (like Booming Blade and Toll the Dead, for example) and key off your charisma for it.

While a decent enough spell, cause fear isn't a very good substitute for fear proper, as it targets only one enemy per slot level. Still something to consider picking up, but I'm not sure it's worth burning a feat on, particularly as I don't think the spell from magic initiate can be cast with normal spell slots, only the feat's own 1/long rest ability. The UA skill feat 'Menacing' would probably go a lot further, if you're looking for feat-based ways to inflict frighten.

Legimus
2017-12-21, 02:26 PM
I noticed a lot of the sample multiclass builds stop at paladin 8. While that makes sense for ASI's and abilities, I think it's underselling the importance of access to third level spells for fear. Without fear, your options for aoe frighten become very limited, just one per short rest by default.

This is a very good point. I'll tinker with the multiclass examples a bit to reflect this. Thanks!

Sception
2017-12-21, 03:24 PM
In terms of multiclass builds, I'm starting to grow fond of Conquest Paladin 1 / Hexblade 1 / Paladin +11 / Shadow Sorcerer 7. Or, if you have the stats for it, maybe even taking Hexblade at level 1.

The single hexblade level is a bit cheesy, and delays all the important conquest stuff (especially extra attack & aura of conquest) by a single level, but it's worth it to have single stat offense from level 1 or 2.

Gets:

from hexblade - hex warrior, hexblade's curse, a single short rest slot for smite or shield.

from conquest - all three auras, extra attack, fear, improved divine smite, 3 ASIs (enough for Warcaster, +2 cha, and +2cha - all a sword & board conquest hexadin needs)

from sorcerer - metamagic (quicken, obviously, with careful, heighten, or twin as a secondary option), 4th level spells known, +7 caster levels (with 6 from paladin that nets you 13 total, enough for 2 fifth, 1 sixth, and 1 seventh level spell slot to grind into sorcery points, plus lower level slots for smites and spells) several on-theme spoopy abilities, including its own version of darkness/devil's sight even though you don't have warlock invocations. Plus one more ASI - maybe sentinel, maybe shield master. Doesn't really matter all that much because it comes so late, but it's there.


I'm also partial to: Conquest Pally 8, Hexblade blade pact 12. Only pally 8, but you do still pick up fear from warlock levels, if admittedly four levels later than a pure pally gets it, so I like this more on Fallen Aasimar & Dragonborn w/ Dragon Fear than others. All the fun hexblade stuff, plus lifedrinker as a capstone. Minimal ASI delays, eventual 3x recharging 5th level spell slots, one 6th level spell per day, several invocations, eventually compatible with great sword or glaive. The same level spread probably works better as an oath-breaker, but that'd be a completely different character.

ZZTRaider
2017-12-21, 03:51 PM
In terms of multiclass builds, I'm starting to grow fond of Conquest Paladin 1 / Hexblade 1 / Paladin +11 / Shadow Sorcerer 7. Or, if you have the stats for it, maybe even taking Hexblade at level 1.

Since multiclass stat requirements apply regardless of whether you're entering or leaving the class, the only real difference here is skill proficiencies and HP, no? I'm not sure why stats would come into it.

Otherwise, those are definitely some interesting thoughts there.

alchahest
2017-12-21, 03:57 PM
A hexblade dip is a particularly good fit here, thematically as well as mechanically.



While a decent enough spell, cause fear isn't a very good substitute for fear proper, as it targets only one enemy per slot level. Still something to consider picking up, but I'm not sure it's worth burning a feat on, particularly as I don't think the spell from magic initiate can be cast with normal spell slots, only the feat's own 1/long rest ability. The UA skill feat 'Menacing' would probably go a lot further, if you're looking for feat-based ways to inflict frighten.

between Wrathful Smite and Cause Fear, Wrathful smite is a much more potent fear, plus damage, but, it's melee range and requires hitting vs AC prior to the will save, and subsequent rounds are a wis check. Cause fear just has the will save, but subsequent saves afterwards are will saves instead of checks. It's versatility at the expense of power. I have considered Menacing, but the 1 round timeframe on it is too short, in my opinion. magic initiate also gives access to combat cantrips, which can add potency and more versatility. It's not an every-conqueror feat, but could be a good one to have on tap for some of them.

Sception
2017-12-21, 04:05 PM
If I were taking magic initiate, I'd probably go with 'find familiar', and sacrifice it to give me advantage on wrathful smite against ornery targets. :p

Since cause fear is a warlock spell, and hexblade is so tempting anyway, you could always skip the feat and just pick it up with a hexblade dip along with shield, in place of... what would a hexadin take as their second level 1 warlock spell known? Hex? I'd say armor of agathys, but conquest pallies already get that.

Sception
2017-12-21, 04:24 PM
Since multiclass stat requirements apply regardless of whether you're entering or leaving the class, the only real difference here is skill proficiencies and HP, no? I'm not sure why stats would come into it.

The stats come into it because Str 15 (required for full plate) is generally a much smaller investment than Str 13 (to multiclass w/ pally) plus Dex 14 (for medium armor). Unless you're playing a race with at least +1 cha and +2 split whatever ways between dex and con (drow, shadar-kai, and non-variant humans are the only examples springing to my mind), then you won't be able to get 13 strength/14 dex/14 con without sacrificing points in cha, and imo that's just not acceptable. Half elf can do it, but if they go with heavy armor they can have a 16 con instead of 14, and the benefits of having a +2 dex mod probably don't outweigh that.

So in most cases, if you want to play a hexadin, you're going to put 15 post-racial points in strength, dump dex, and take paladin at first level to wear heavy armor.

Legimus
2017-12-26, 03:44 PM
Updated the guide to include Unearthed Arcana races, subraces, and feats.

Sception
2017-12-26, 04:11 PM
Looking pretty good. At this point the main thing i'd like to see, unless its already there and i just missed it, is some in depth example builds, with snapshots at levels 1, 10, and 20. Maybe:

* fallen aasimar or half elf for the pure archetype

* dragonborn w/ dragon fear

* vuman polearm build

* maybe drow or half elf dexadin?

Plus the same for a couple of the multiclass builds

daisychopper
2017-12-28, 12:02 PM
Inspiring Leader: You’ll have the CHA, and 5 extra HP before every fight is nice.


Inspiring Leader is level + CHA mod, so it's much more than 5 extra HP. Pretty fantastic.

Sception
2017-12-30, 12:54 AM
The more I look at oath of conquest, the harder it is to multiclass.

Like, you're going to take at least seven levels, that's a given. but then...
but then you're only one level away from an asi on a pretty feat starved build, so you're going to take 8th level for the asi.

then you're only one level away from fear, which is almost as big a deal for you as your aura itself, because any enemy that fails the save and gets stuck in your aura just doesn't get to save again. their only hope of breaking out of the condition is you losing your concentration.

So you're going to get that 9th level, but then you're one level away from aura of courage, and sure, on most paladins that's a bit of a ribbon, but then you remember that your own fear spell isn't party friendly by default, and neither is fallen aasimar's one round fear burst, so aura of courage makes several of your best abilities considerably more flexible.

So ok, you took 10th level for aura of courage, but now improved divine smite is only one level away, and apart from the first level in hexblade, what level in what other class is going to do better for you than +4.5 damage on every swing?

And then you're back to being one level shy of an asi.

so you take the asi, but then you're only one level shy of 4th level spells, and paladin's got some great ones, including banishment, find greater steed, aura of life, and death ward. Oh, sure, some of those you can get from multiclassing with casters, but you'd have to spend seven levels in another class before getting access to them, when you could have them right now for just one more level.

And then you'd only be a level away from Cleansing Touch, letting you burn an action to shrug off any spell effect that doesn't prevent you from taking actions outright, or end such effects on a friend.

And then you're only one level away from scornful rebuke, which may not seem like that much damage, but then you remember that it triggers every single attack, with no reaction, no concentration, no investment of any kind, you just have to be awake, and yeah, it's pretty great.

And after all that, you're once again only one level away from an ASI, though with three under your belt the fourth might not be as pressing. But only one level after that is destructive wave, and your improved aura radius is only a level beyond that...

Apart from a single level hexblade dip, I don't see how you can justify straying from this class before level 18. The next level of paladin just always seems to be getting you something better than the next level in anything else. Even sorcerer, that favorite of paladin multiclasses, seems hard to justify, as tempting as quickened fear might be.

I've been tinkering with a conquest/hexblade multiclass, and I really want to get to the third level of warlock for that chain familiar, plus misty step for some mobility, and the XGE chain invocation for maximized healing (as a tank, you'll attract more damage, and need more healing, so it's nice to make healing spell cast on you more efficient), and it just isn't coming together at all, because I can't see where or when I'd reasonably be able to to take those other two warlock levels.

And that's only three levels into the class with arguably the best and easiest synergy with conquest paladin.

daisychopper
2017-12-31, 03:00 PM
First, you actually want to start with 15 STR if possible, or at least make sure you have it by level 4 (e.g. start with 14 STR and 17 CHA, put a point into both), because you want to be able to wear plate.

So I was reading over the PHB recently and was reminded of this discussion. Apparently, the only disadvantage of wearing armor whose STR req you don't meet is that you lose 10 feet of movement. You can still wear it though. It kinda sucks, but 25 for a human is no worse than a dwarf. 20 feet is worse than a dwarf, but as a hex-dip with 13 STR I could take Mobile, and get free disengages in addition to the move speed :)

EDIT: mis-remembered human move speed.

hellgrammite
2018-01-02, 01:44 PM
So I was reading over the PHB recently and was reminded of this discussion. Apparently, the only disadvantage of wearing armor whose STR req you don't meet is that you lose 10 feet of movement. You can still wear it though. It kinda sucks, but 25 for a human is no worse than a dwarf. 20 feet is worse than a dwarf, but as a hex-dip with 13 STR I could take Mobile, and get free disengages in addition to the move speed :)

EDIT: mis-remembered human move speed.

This is good to know the penalty is just speed. There are two key things with an underdark campaign this comes into relevance for a Charisma/Dex build.

1) Wearing plate while riding my mount won't really limit me.
2) A campaign that allows you to start with a magical item, might as well go Mithral Halfplate.

Sception
2018-01-03, 09:33 AM
I'm trying to put together a 'typical', no frills, single classed conquest pally, and am getting hung up on the ASIs. As I see it, the priorities are:

* max out cha
* max out attack stat
* shore up concentration saves

Assuming std point buy and a race with +2 stat bonus spread between cha and atk, just those priorities will eat up each and every one of your ASIs. More likely, you'll be taking a race with +3 between cha and atk stat, but that only buys you a single half feat that comes with either +1 atk stat or cha. And even there, there isn't much choice, since there's always an obvious best half feat to take - menacing if UA is allowed, if not dragon fear for dragonborn, elven accuracy for drow or half elves, and heavy armor master for anyone else.

Variant human can get either one feat at first level that adds nothing to atk or cha, or can take two half feats that both add to atk or cha. But varient humans lack darkvision and other desirable racial traits.

So how does a conquest pally take combos like PAM + sentinel, or, if UA is allowed, Menacing + Shield Master or PAM (both of which grant the same 'menace, shove, attack' routine)?

Which of the main priorities can be dropped, and how long can the others be delayed? Is it acceptable to be swinging with a 16 attack stat all the way to level 19? Is aura of protection enough of a boost to concentration that you don't need resilient con or war caster, given how important the Fear spell is for you? What's the latest level you can reasonably delay 20 cha to? 12? 16?

A single level hexblade dip can help, but there are real costs there. Everything gets delayed by a level, and, for conquest pallies more than any other oath, there are no dead paladin levels. Aura of Courage is no mere ribbon for us, not when we're throwing unfriendly Fears into the thick of the fighting, and with our maxed out casting stat access to higher level spells known dramatically adds to our toolkit, where other pallies migh see those levels as just more smite slots better taken from warlock or sorcerer levels.

And single level Hexblades have to stick to a single one handed weapon - no halberds, no back pocket whips. And you'll need war caster, probably sooner than you would have needed resilient con otherwise.

And after all that, you buy yourself 2 open feats in the build, but you don't get to use then until levels 17 and 20, so they hardly even count.

Given all these issues, I'm not sure many of the feats deserve as high a rating as they have. When is a Conquest Pally ever really going to take sentinel or shield master or PAM or lucky or tough or inspiring leader? It seems only a human gets to take any of those, and even then only one, so none of them should be rated higher than vuman, and probably only one should even rate that high. And vuman is probably only the fourth or 5th best conquest pally race, depending on how you rate their one free feat vs. the benefits of Triton or Drow.

What do you guys think a 'typical' conquest ASI progression is even supposed to look like? For me, it's looking like:

Fallen Aasimar:
- heavy armor master
- +1 STR, +1 CHA
- +2 CHA
- Resilient Con
- +2 STR

Half Elf - can go with Str or Dex as attack stat
- +2 STR or DEX
- Elven Accuracy
- +2 CHA
- Resilient Con
- +2 STR or DEX

Dragonborn
- +1 STR, +1 CHA
- Dragon Fear
- +2 CHA
- Resilient Con
- +2 STR

Triton
- +2 STR
- +2 CHA
- +2 CHA
- Resilient Con
- +2 STR

Vuman - can go Str or Dex as attack stat
- open feat at first level
- +2 STR or DEX
- +2 CHA
- +2 CHA
- Resilient Con
- +2 STR or DEX

Drow
- +1 Dex, +1 Cha
- Elven Accuracy
- +2 Cha
- Resilient Con
- +2 Dex

Not a lot of wiggle room to work with.

daisychopper
2018-01-05, 02:00 PM
I'm trying to put together a 'typical', no frills, single classed conquest pally, and am getting hung up on the ASIs. As I see it, the priorities are:

* max out cha
* max out attack stat
* shore up concentration saves

Assuming std point buy and a race with +2 stat bonus spread between cha and atk, just those priorities will eat up each and every one of your ASIs. More likely, you'll be taking a race with +3 between cha and atk stat, but that only buys you a single half feat that comes with either +1 atk stat or cha. And even there, there isn't much choice, since there's always an obvious best half feat to take - menacing if UA is allowed, if not dragon fear for dragonborn, elven accuracy for drow or half elves, and heavy armor master for anyone else.

...

Given all these issues, I'm not sure many of the feats deserve as high a rating as they have. When is a Conquest Pally ever really going to take sentinel or shield master or PAM or lucky or tough or inspiring leader?



You say you want a "typical, no-frills, single classed conquest pally," but then you spend the rest of your post talking how you have no room for feats. Thing is, feats are frills; they're not typical. Feats are an optional set of rules for character customization in 5e. So by necessity, the base rule set has to be designed so that all of the ASI's go toward ... well, ASIs. That's why they're called that. If your priorities are to max your stats, then you don't have room for feats, by design. And that's fine - stats are more important to you anyways.




And single level Hexblades have to stick to a single one handed weapon - no halberds, no back pocket whips. And you'll need war caster, probably sooner than you would have needed resilient con otherwise.



The single Hex-dip is worth it for Hex Warrior alone. Anything else is gravy. As a v-human, you can use point-buy to start with 13-10-16-8-10-16 (str-dex-con-int-wis-cha) and a feat. You only need 3 ASI if you want to bump your STR to 15, which leaves you room for two more feats. If you don't mind the movement penalty, you could drop it down to 2 ASI and get three more feats instead.

It seems like you're dismissing it just because it's limited to a single one-handed weapon, but sword-and-board is "typical" as it gets for paladins of all oaths. Halberds, off-hand whips? Those are frills, my man. But then again, so is multiclassing - another optional rule set per the PHB.

Legimus
2018-01-07, 01:33 PM
I think what you're getting hung up on is the difficulty of optimizing a Conqueror, rather than making one in general. You're right to point out that there are few choices, and that derives from it being fairly MAD. In my opinion, if you want to optimize a straightforward Conqueror without multiclassing, it's impossible unless you take one of the sky blue races. You're also right that optimizing doesn't leave much wiggle room here. You need maxed CHA, high STR, and feats. That being said, I don't find that particularly discouraging. Your options are limited only if you want to seriously optimize your Conqueror. I think that there's some variability if you're okay with making some small sacrifices. At the end of it all, the central question to making a good Conqueror is this: Can you keep your enemies afraid of you? That is your single most important function, and if you can do that, everything else is variable.

My first suggestion would be that it's not all-important to max out STR. There's pretty much no way you can afford to do it early, but by the time you're in the later levels the difference between 18 and 20 STR is not that important to you. It's a little extra damage, a little extra chance to hit, and a little better odds against STR checks like Grapple. Now, it's great to have all of those things, but remember that you're the party tank. It's okay to have less damage output. The most important thing you can do for your party is control the battlefield and take hits. Let your comrades deal damage. Most of this still applies if you're DEX-based as well.

Regarding concentration saves, it's fantastic to have them, but not always necessary. Your most powerful frighten ability, in my opinion, is Conquering Presence. That's on a short rest and takes no concentration. If you're using UA, Menacing doesn't take concentration either. So if you're worried about taking too many hits and losing concentration, you still have some potent tools in your toolkit to stay effective. I'd strongly recommend taking either Resilient or Warcaster, but they aren't necessities, especially considering the enormous boost you get from Aura of Protection. As a tank you get a lot of mileage from feats in general, and I think you'd be foolish to not take at least one, but you have some room to choose what you truly want without getting too hamstrung.

With all this in mind, I think your only "non-negotiable" goals should be to max out CHA (preferably by level 8) and bring your attack stat to 18. And regarding CHA, I really am a firm believer that you should max it out as early as possible, because (a) your whole kit revolves around landing spells and (b) it makes Aura of Protection ridiculously strong. These two goals can be easily accomplished by level 12 by most if not all of the blue and sky blue races, and that leaves you two ASIs to take whatever you're most interested in. Now, if you're taking one of the black-rated races, you're already handicapping yourself a bit, so you won't have this flexibility. But you can still accomplish this with a lot of them, too. And if you can meet those two objectives, I frankly think you're in a pretty good position.

Again, you're not going to be optimized. You want to be the absolute best Conqueror you can be, your options are fairly limited. If you want to take a slightly different route though, for whatever reason, you can still make for a potent and frightening tank.

Sception
2018-01-07, 03:35 PM
I know the hexblade dip is great, I'm just saying it doesn't come without cost, and it doesn't help with freeing up ASIs, not until the highest levels anyway.

Otherwise, i kind of disagree with the channel divinity being your best fear causer, at least once you can cast Fear itself. They have the same initial save, but the CD allows a new save at the end of every turn, where fear allows no follow up saves at all for enemies trapped in your aura.

The only hope of escape is for you to fail a concentration save, which adds to your tanking ability by putting a target on your head, and unlike barbarian reckless strike, it does so without lowering your own defenses at all. Without that added incentive, ranged enemies trapped in your aura may as well go right on attacking your allies while they wait for a high save roll to pop free of your control.

Fear is absolutly amazing on a conquest pally, but making effective use of it kind of requires shoring up your concentration saves, so, imo, doing so should be a high priority, at least by level 12 to 16, with either resilient con or, if you have access to booming blade, or a secondary caster class with more important somatic spells, warcaster. Or possibly with a first level fighter dip, particularly if you plan on taking more levels of fighter later in your progression.

Which brings me back to the question of priorities and timing. Let's say we accept that an 18 is an acceptable final strength score. At what level do we think a conquerer should have that by? 12? 16? Is it acceptable to plan on rolling to hit with a 16 strength until level 19?


Anyway, I don't mean my comments on lack of slack for ASIs to be a jab against the subclass, its just that I kind of question the high ratings given to so many feats, at least to the ones that don't improve strength, dex, cha, or concentration saves.

And the gold rating for Sentinel in particular. Its a great feat, but when are you going to take it? Not at levels four or eight if you need that 20 cha. Not at level 12 if you need that 18 strength or dex. And by level sixteen I really have to question if sentinel will do more for you than resilient con. A gold rating implies nearly every conquest pally build should have it, and as soon as possible, but I personally can't see it being the obvious best choice until maybe level 19, and anything that could be taken as early as level 4, but can and arguably even should be put off until the late teens just doesn't feel gold to me.

Am I off base, here?

Iron Frog
2018-01-25, 10:50 PM
First of all, thank you Legimus for the awesome guide. I am playing a Conqueror and, though we went only through one session, it has been one hell of a ride.

One thing I noticed, however, is that you did not ranked Aura of Vitality on the spells section. And I'd pretty much love to read your thoughts about this spell.

Thanks again!

Davrix
2018-01-25, 11:13 PM
Ive been hemming and hawing over this for the past few weeks with my conquest paladin.

Honestly the hex blade dip is a trap. A big sexy awesome trap

Your much better off just sticking with a sorc dip in almost every way unless you really really want that nova damage for the big boss fight. Its hard to say no in grabbing hex and having the curse mark on a single target. The other cool sexy dip would be to take it to lv 2 hex so you can grab devil sight before taking your sorcer dip though that delay things badly but oh man just the thought of casting fear as a quicken spell then dropping darkness on the creature as you stand next to them. Its just to good to not think about. And you want that image. you want it really bad but you just loose to much even with 1 level in hex.

Meta magic and twinned spell offer sooo much more in the way of everything in making Conquest work better. As much as I want it I am probably sticking with my original build of 11 conquest for IDS and taking 9 sorc. I may reconsider a Hex dip after 4 levels in sorc just so I could get Devil sight but ugh you cant work this build to the max without meta magic its just to good.

Sception
2018-01-26, 02:36 AM
Metamagic is a three level dip, which means you aren't taking it until the end game, or else you are drastically delaying conquest progression, and unlike other paladins, conquest has no dead levels and no good jumping off points.

Sorcerer is a three + level sidetrek that makes you considerably stronger, but not really until levels 15+. Hexblade is a one level dip that makes your whole deal smoother at basically any level, while also adding a considerable damage boost vs. one enemy per rest.

And darkness isn't great for you, regardless of how you're picking it up. You'll already be handing out disadvantage via frighten, and if you need advantage yourself, just shove an enemy over. Darkness is party unfriendly, and even worse grants Fear targets extra saves since they can't see you.

Davrix
2018-01-26, 04:40 AM
Metamagic is a three level dip, which means you aren't taking it until the end game, or else you are drastically delaying conquest progression, and unlike other paladins, conquest has no dead levels and no good jumping off points.

Sorcerer is a three + level sidetrek that makes you considerably stronger, but not really until levels 15+. Hexblade is a one level dip that makes your whole deal smoother at basically any level, while also adding a considerable damage boost vs. one enemy per rest.

And darkness isn't great for you, regardless of how you're picking it up. You'll already be handing out disadvantage via frighten, and if you need advantage yourself, just shove an enemy over. Darkness is party unfriendly, and even worse grants Fear targets extra saves since they can't see you.

I realize the darkness isn't great, i was more saying.... god that sounds so freaken cool. and honestly im not sure you really need to go past 11 or 12 in conquest unless you really want the lv 15 dmg aura I would simply either dip into hex then or dump right into sorc to have meta magic by 15

Sception
2018-01-26, 08:11 PM
Which is what i said, yeah. Sorc is solid, but doesnt pay off until 15+. That one level hexblade dip can be worth taking as early as level 2. Level 1 even. A single level delay on Conquest stuff is a lot more weatherable, and that one level of hexblade does offer a ton.

And its not just the level 15 l, which is very good, that you miss out on, but also 4th and 5th level paladin spells, which have some real gems, cleansong touch, which is fantastic on a tanky character, the aura size improvement, which is amazing for conquest in particular, the fantastic capstone, and a couple more ASIs, which are always important, especially for a paladin.

Seriously, there are no easy to pass on paladin levels for conquest. Quicken is amazing, no doubt, but... geeze, that's no easy call. Certainly a more difficult call that a single level hexblade dip.

Davrix
2018-01-26, 09:24 PM
ah crap you know i forgot about the aura increase at 18 that is sort of well... HUGE for conquest but I just hit 10 so that's like a year away at best if at all. but still you have a really good point >< If i took one lv though Id probably dip 2 just to have devil sight and agonizing blast for a decent ranged attack.

Sception
2018-01-27, 11:25 AM
Even without agonizing blast, eldritch blast is already a decent ranged fallback for a primarily melee character.

Most paladins will go to six for aura of protection.

Conquest wants to go to seven for aura of conquest, because thats the reason you go conquest in the first place.

Any paladin who went to seven will go to eight for the ASI.

Most paladins don't care about their third level spells, but Conquest will go to nine for Fear.

Most paladins don't care about aura of courage, but Conquest will go to ten to make Fear party friendly.

Any paladin who went to ten will go to eleven for IDS.

Most paladins who went to 11 will go to 12 for the ASI, especially non hex Conquest paladins who are maybe still swinging with a 16 attack stat. Remember, "Strength Above All (except charisma)".

Most paladins don't care about fourth level spells, and won't spend enough time in paladin to even worry about it, but are you, a level 12 conquest pally, really going to stop one level shy of death ward, find greater steed, auras of life/purity, and especially banishment, what with your maxed caster stat to make if a real threat? You're starting to get into levels where more enemies are immune to fear, and let me tell you, max dc banishment is one heck of a fallback option.

And if you take level 13 for fourth level spells, are you really not going to take cleansing touch? It's such a good tank ability, letting you just arbitrarily bust out of any impsiring condition that gets thru your saves so long as you can at least take actions.

Then the level 15, which is great and hilarious.

Then an ASI at 16 and... are you still not proficient in con saves? With as many concentration spells as you cast, and as much attention as you deliberately pull to yourself? Yeah, you need to fix that.

And where most paladins don't care about 5th level spells, are you really not going to take just one more level for destructive wave? Especially with how good prone is for you?

And the next level us your aura increase. You've come all this way.

And the next level is an ASI, and you *still* havent maxed your atrack stat.

And then is the capstone.


I'm not saying conquest paladins can't multiclass, but there is no easy level to jump out at where the next level of pally wouldn't have given you something really good. And as amazing as quicken (and maybe heighten, more than twin for you) are, that's three consecutive conquest levels you're trading.

So you could be a pal12/sor3 with quicken fear, or you could be a pal15 with a permanent flying steed, banishment, death ward, cleansing touch, and auto damage on anything that hits you.

You could be a pal15/sor 3, and have all of that and quicken fear, or you could be a pal18 with an extra ASI for strength, con saves, or sentinel, plus destructive wave and 30' auras of protection, courage, and conquest.

Again, quicken is probably worth that trade, but it's a much harder bargain for us than it is for vengeance, sentinel, devotion, or oathbreaker builds.

The hexblade dip is a different story. Yeah, hex 2 or 3 is viable enough to take, but in general the stuff you dip for is at level one, and conquest x/hex 1 tends to compare more favorably to conquest x+1 than conquest x/anything 3 compares to conquest x+3.

Davrix
2018-01-27, 03:19 PM
To be honest I think you have convinced me to just simply stick with conquest. It really doesn't have any dead levels. And yea even the one hex-blade dip would delay things by a tone. I've also been having a hard time justifying the dip in character wise on him because I havn't been able to think of a good source to make the pact with. He wouldn't make it with the raven queen. His sword is something special and woldn't make a pact with something else like that. and just saying I make a deal with the shadow sounds really lame to me. And yea cleansing touch and death ward are really good spells. And while the quicken spell and booming blade combo does augment well with conquest it takes a lot of time investment to get there.

Slayn82
2018-01-27, 06:04 PM
If someone is going Conquest8/Hexblade X/Sorcerer Y, and not getting Fear at paladin lvl 9, maybe Cause Fear would become a viable substitute, being able to target 3 creatures and no allies on a lvl 3 slot sounds ok to me.

Sception
2018-01-27, 06:23 PM
Cause fear is... ok. Especially hasted. But cause fear allows follow up saves every turn no matter what, and fear allows follow up saves... never. The only escape is making you fail a concentration save.

For conquest/hex/sorcerers it's a viable substitute, but it's still a far cry from the real deal.

Davrix
2018-01-27, 07:28 PM
Cause fear is... ok. Especially hasted. But cause fear allows follow up saves every turn no matter what, and fear allows follow up saves... never. The only escape is making you fail a concentration save.

For conquest/hex/sorcerers it's a viable substitute, but it's still a far cry from the real deal.

Not to mention the lv 3 commitment before you can even get quicken, your going to have 2 very sucky levels to get to that point.

Legimus
2018-01-28, 01:36 AM
First of all, thank you Legimus for the awesome guide. I am playing a Conqueror and, though we went only through one session, it has been one hell of a ride.

One thing I noticed, however, is that you did not ranked Aura of Vitality on the spells section. And I'd pretty much love to read your thoughts about this spell.

Thanks again!

Thanks for pointing this out! I'm a little embarrassed that I somehow left it out, but I've put it in now with a short explanation.

In a little more detail, I ordinarily think Aura of Vitality is a terrific spell. Heal yourself or party members as a bonus action for an entire minute? Even if it's only 2d6, that's some non-trivial regeneration. For any other paladin, I'd recommend to always keep it prepared. But for a Conqueror, it's just not as useful because it takes concentration, which makes it harder for you to frighten enemies. It's compatible with Conquering Presence, but that's about it. So its only appropriate place is really against foes that can't be frightened. And in those situations, I'd prefer to use Crusader's Mantle rather than Aura of Vitality, since that's boosting your entire party at once rather than one at a time.

Shoggoth
2018-02-06, 01:03 AM
I think it's worth noting that the Brawny feat is actually very useful because it combos well with Shield Mastery; it lets you get expertise in Athletics without dipping into Bard or Rogue.

ShikomeKidoMi
2018-02-06, 09:40 PM
I think it's worth noting that the Brawny feat is actually very useful because it combos well with Shield Mastery; it lets you get expertise in Athletics without dipping into Bard or Rogue.

Is that one of the UA skill master feats? I thought they were basically all replaced by Xanathar's 'Prodigy' feat. Which I agree on the usefulness of.

Legimus
2018-02-07, 01:15 PM
This is a good point. I think I've undersold Prodigy in the current hierarchy of feats. The opportunity cost for taking it is still relatively high, but it's still pretty versatile, especially if you use it to improve Athletics. In fact, it's a great feat to take at level 1 for Variant Humans. I'll change my description to reflect this.

Zene
2018-02-07, 02:56 PM
This is a good point. I think I've undersold Prodigy in the current hierarchy of feats. The opportunity cost for taking it is still relatively high, but it's still pretty versatile, especially if you use it to improve Athletics. In fact, it's a great feat to take at level 1 for Variant Humans. I'll change my description to reflect this.

Hmm. I love Prodigy and in particular love Athletics expertise, but on OoC? I think I'm with your original thought that the oppty cost is way too high.

Paladins are starved for ASIs/Feats. If you want to do the Athletics/Shield Master combo on a variant human, that's great, but you're still investing two feats to make it happen, and don't get an ASI until 8. Plus, you either invested in a Str build (meaning you need even more ASIs, being MAD), or you dipped Hexblade for a Cha build (meaning you're SAD, but you're worse at Athletics because you didn't boost strength, and you're getting all your ASIs one level later).

If you want Shield Master, I'd say go for it on a vHuman, but the double expertise of Prodigy isn't strictly necessary and costs a lot. Plus, besides shoves, the other great thing about Athletics Expertise is grappling, but considering OoC's fear aura does the lockdown for you, grappling isn't all that attractive; meaning you're getting less of a boost from the feat than pretty much any other subclass.

In the odd case where you're rolling for stats and got awesome cha and str both, then yeah you can probably squeeze it in without feeling too much pain.

Slayn82
2018-02-07, 04:27 PM
If you are playing AL, you are limited to Player's Handbook +1. Playing a Conquest Paladin x/Hexblade1, I can't take Booming Blade and Green Flame Blade as cantrips. Looking at Xanathar's, there's reprints of Create Bonfire, Toll the Dead and Thunderclap.

Settled for Create Bonfire and Chill Touch. Chill Touch does necrotic damage, and some enemies resist it. But the utility of preventing enemies recovering HP for a turn, and specially imposing disadvantage to attacks from undead, sounds more useful than 1-2 extra damage from Eldritch Blast. Create Bonfire is a nice source of damage, illumination, and obstacle to enemies. And figured I can grapple someone and force him on the fire. Both already paid off as we faced lycanthropes and trolls. Toll the Dead and Thunderclap are good too, but both produce loud sounds, while I can snipe enemies with Chill Touch.

But if you take both Toll the Dead and Thunderclap, you can really call yourself a TANK.

ShikomeKidoMi
2018-02-09, 01:45 AM
Paladins are starved for ASIs/Feats. If you want to do the Athletics/Shield Master combo on a variant human, that's great, but you're still investing two feats to make it happen, and don't get an ASI until 8. Plus, you either invested in a Str build (meaning you need even more ASIs, being MAD), or you dipped Hexblade for a Cha build (meaning you're SAD, but you're worse at Athletics because you didn't boost strength, and you're getting all your ASIs one level later).If you want Shield Master, I'd say go for it on a vHuman, but the double expertise of Prodigy isn't strictly necessary and costs a lot. Plus, besides shoves, the other great thing about Athletics Expertise is grappling, but considering OoC's fear aura does the lockdown for you, grappling isn't all that attractive; meaning you're getting less of a boost from the feat than pretty much any other subclass.In the odd case where you're rolling for stats and got awesome cha and str both, then yeah you can probably squeeze it in without feeling too much pain.

Opportunity cost is, indeed, high, but you don't need more than middling strength if you're taking Prodigy, the double proficiency bonus will leave you as good as and then better at athletics then people with higher strength even at low levels. It's without prodigy that you need a high strength to make shield master work.

Vaz
2018-02-09, 05:21 AM
I think it's worth noting that the Brawny feat is actually very useful because it combos well with Shield Mastery; it lets you get expertise in Athletics without dipping into Bard or Rogue.

Technically still exists in UA, but it is telling that instead, it appears that the Prodigy feat took its place along with all other skill feats.

merovingian
2018-02-11, 11:19 AM
First of all, great guide. Thanks for the effort!

Only some observations:

I think Divine Soul sorcerers (at least) deserves a sky blue rating. Access to Spirit Guardians alone it's a must have for a Tyrant Sorcadin. Too bad that is hard for him to afford the Simulacrum/Wish shenanigan.

Under Half-Elf you could add the access to Elven Accuracy feat and, with the Sword Coast's Moon and Sun Half-Elf variant, access to one Wizard's Cantrip (aka Booming Blade).

Legimus
2018-02-12, 01:44 AM
Hey, thanks! I'm glad that you like it. And thanks for pointing out the Storm Coast subraces. I'll have to remember to look at that when I update the guide next.

Regarding Divine Soul, would you mind explaining more why you think it deserves a higher rating? There are many useful cleric spells, but that's where its luster ends in my opinion. Favored by the Gods isn't that useful since you're already adding crazy CHA to all of your saves, and Empowered Healing won't see much use because your best and easiest healing ability is almost always going to be Lay on Hands, which doesn't use dice rolls. So if you multiclass into the Divine Soul sorcerer, you're really just doing it for the cleric spells. And I'll grant there's a lot of utility to be found in that spell list. Bane, Sanctuary, Warding Bond, Mass Healing Word, and Spirit Guardians come to mind. That last one takes concentration though, which causes some conflict unless your foes can't be frightened (and it puts your party at risk).

Don't get me wrong, there's a lot to be gained. But I just don't see anything groundbreaking. If you're trying to be a tank, you'll be reluctant to sink that many levels into sorcerer because (a) you'll miss out on a lot of HP, and (b) you can't afford to give up ASIs. If you want to play a full-on sorcadin, I think that the other oaths offer much better combinations.

asradur
2018-02-13, 02:26 PM
Are there any magic items that work well for conquest?
Mace of Terror seems like an obvious choice but the damage is terrible.

alchahest
2018-02-13, 03:10 PM
I would suggest (though I may be wrong) that due to smiting, damage dice for the weapon is not the most important bit. though not having access to GWM does hamper, it works just fine if you're sword and boarding and going for control rather than full smash.

Iron Frog
2018-02-13, 10:31 PM
Are there any magic items that work well for conquest?
Mace of Terror seems like an obvious choice but the damage is terrible.

IMHO, armor/shields with +1/+2/+3 are always good choices. You can't go wrong with a higher AC. Other special types of armor (invulnerability, of resistance) and shields (arrow-catching, animated) also make you a better tank.

Items that improve your Ability Scores (Amulet of Health and Gauntlets of Ogre Strength are some examples) are good choices too, though I can't recall any that improves your CHA score besides the Ioun Stone.

But I'd strongly recommend both the Ioun Stone of Reserve (which will store a spell of up to 3rd level until you cast it) and the Pearl of Power (retrieves a spell slot up to 3rd level once, rechargeable on the next dawn), giving you two extra casts of Fear.

Remember that most of the best items require attunement, limiting you to up to three of them.

Hope I have helped in some way! :smallsmile:

Davrix
2018-02-14, 05:56 PM
IMHO, armor/shields with +1/+2/+3 are always good choices. You can't go wrong with a higher AC. Other special types of armor (invulnerability, of resistance) and shields (arrow-catching, animated) also make you a better tank.

Items that improve your Ability Scores (Amulet of Health and Gauntlets of Ogre Strength are some examples) are good choices too, though I can't recall any that improves your CHA score besides the Ioun Stone.

But I'd strongly recommend both the Ioun Stone of Reserve (which will store a spell of up to 3rd level until you cast it) and the Pearl of Power (retrieves a spell slot up to 3rd level once, rechargeable on the next dawn), giving you two extra casts of Fear.

Remember that most of the best items require attunement, limiting you to up to three of them.

Hope I have helped in some way! :smallsmile:

You can read the book that gives you +2 to any stat depending on the book. As for conquest anything to increase your AC or save roll is king for this class because you are going to be up in the face of a lot of monsters at times holding them with fear. Basically anything to make you more tanky while you control the field the better. Honestly playing conquest I truly see it as sword and board. There are much better oaths out their if you want to GWM it up

Vaz
2018-02-14, 06:33 PM
You can read the book that gives you +2 to any stat depending on the book. As for conquest anything to increase your AC or save roll is king for this class because you are going to be up in the face of a lot of monsters at times holding them with fear. Basically anything to make you more tanky while you control the field the better. Honestly playing conquest I truly see it as sword and board. There are much better oaths out their if you want to GWM it up

Animated Shield, then, but given you typically decide Fighting Style beforehand, that's not a given.

Sigreid
2018-02-14, 07:33 PM
I like the guide. A little thing I just realized is if you go the Yuan-Ti race you can eventually lock your opponents down immobile with your channel divinity and cast cloud kill around yourself. You're immune to the poison, they can't move, it's a pretty good slaughter fest.

Davrix
2018-02-14, 08:17 PM
I like the guide. A little thing I just realized is if you go the Yuan-Ti race you can eventually lock your opponents down immobile with your channel divinity and cast cloud kill around yourself. You're immune to the poison, they can't move, it's a pretty good slaughter fest.

ooooooOOOooooo *Idea*

Legimus
2018-02-14, 08:56 PM
I like the guide. A little thing I just realized is if you go the Yuan-Ti race you can eventually lock your opponents down immobile with your channel divinity and cast cloud kill around yourself. You're immune to the poison, they can't move, it's a pretty good slaughter fest.

Oh now that's just evil. I love it.

Zene
2018-02-15, 09:02 PM
Can do the same as a non yuan ti if you’re lucky enough to find a periapt of proof against poison

br1nx
2018-02-21, 10:56 PM
New to the forum thanks to this amazing thread! I am new to DnD aside from a few 1 shots and some pvp matches where my friends helped build my character. I'm really loving the conquest paladin and would love to play it for Curse of Strahd. This is where I'm having issues. Because CoS is such a low level campaign is the conquest pally worth building? After reading I'm seeing a lot of mixed reviews about the hexblade multiclass. I thought it may be a useful addition for a low level build for the campaign.

So I guess here are my questions

1. Is conquest pally acceptable for CoS?
2. Fallen Aasimir or Human Variant
3. Multiclass for SAD or Pally only?

Any help would be very much appreciated. Thanks!

Sception
2018-02-21, 11:57 PM
Below level seven, conquest pally is basically 'just' a paladin. Slightly weaker channel divinities than most, though still decent, oath spells on the betyer end, but mostly you're the same heavy armor wearing, smiting, healing melee weapon guy as most paladins. The only real difference is that you might raise cha with ASIs before whatever your attack stat is. But paladin is one of the better base class chassis, so there is no reason to be unhappy with that.

The issue with conquest pally in curse of strahd is that a lot of the tougher enemies that syart showing up right around the time you're coming into your own with aura of conquest are immune to fear. Enough aren't that you'll still get use out of it, but it can be a bit frustrating.

As for the other questions, there really isn't a right answer to them. Conquest pally gets big boosts at every level, so you can absolutely go straight paladin. That said, hexblade has a monumentally overstacked first level, so the one level dip is worth it as early as level 2. Level 1 even, if you prefer medium armor for aesthetic reasons. And the hexblade's curse in particular gives you something to do in fights against lone, tough, fearless guys layer on.

A distinct down side that you might not recognize at first is that you really want, bordering on need, warcaster if you dip hexblade, where as a straight pally can ignore it and actually max out their cha mod by level 10 instead. Then again, warcaster also gets you opp attack booming blade, which is a great tanking ability against those fearless guy.

On the OTHER other side, athletics is a really good skill for conquest paladin. I regularly find myself trading attacks for shoves. A cha primary multiclass will likely lack in that regard, though not TOO too much, since you still need 13 str to multiclass, and the single classed conquedin doesn't raise attack stat in heroic tier.

So yeah, its really up to personal preference here. Single classed strength primary gets conquest stuff a level earlier and is generally a bit better at the fear and aura stuff, at least in the levels you'll be playing at, due to not spending an early asi on warcaster and having a better athletics skill. Non-dip can also change weapons up on the fly for some reach. A back pocket whip in particular is nice. Hex dip, on the other hand, while being locked into a single melee weapin, is more generally versatile, having a decent ranged attack, slightly better all round damage after they're able to boost cha, much better damage in boss fights with hexblade's curse, and is less fear dependant for control with opp attack booming blade.

In CoS I'd kind of lean in favor of the dip, for the extra tools against fearless opponents, but it really is an open choice.

As for assimar or human... close call either way. A vuman dip can go 13,14,14,8,8,16, and take warlock at level one with warcaster, wear medium armor, and still max cha by level 10. A human no-dip can go 16,8,16,8,8,16, with heavy armor master, which is amazing in a 1-10 game, and also max cha, though they'll still be hitting with a 16 str at level 10. Can even sack con down to 14 to play without a mental stat penalty, which I know can be a roleplaying hang up. Hard to say which I'd prefer between the two.

Fallen Assimar can do 16,8,14,8,10,17, with or without dip, which is amazing if your gm allows the UA menacing feat. The skill feats seem to be abandoned content, though, so I wouldn't count on it. Barring that, the only half feat for cha available to you is actor, which gets a big giant shrug from me, so you might as well drop cha doen to 16 to get either 10 dex or int or 12 wis. The racial features are still great in themselves, mind. Once again, it comes down to an aesthetic choice.

That said, IF you decide to dip, consider the half elf. Can go 16,8,16,8,8,17, dip at level 2 or 13,14,14,8,8,17 dip at level 1 wearing medium armor, either way nabbing elven accuracy at level 5, letting you still max out your cha by level 10, and giving you trivantage (with prone being your primary source of advantage), potentially with 19-20 crits from hexblade's curse to smite with.

br1nx
2018-02-22, 09:48 AM
Below level seven, conquest pally is basically 'just' a paladin. Slightly weaker channel divinities than most, though still decent, oath spells on the betyer end, but mostly you're the same heavy armor wearing, smiting, healing melee weapon guy as most paladins. The only real difference is that you might raise cha with ASIs before whatever your attack stat is. But paladin is one of the better base class chassis, so there is no reason to be unhappy with that.

The issue with conquest pally in curse of strahd is that a lot of the tougher enemies that syart showing up right around the time you're coming into your own with aura of conquest are immune to fear. Enough aren't that you'll still get use out of it, but it can be a bit frustrating.

As for the other questions, there really isn't a right answer to them. Conquest pally gets big boosts at every level, so you can absolutely go straight paladin. That said, hexblade has a monumentally overstacked first level, so the one level dip is worth it as early as level 2. Level 1 even, if you prefer medium armor for aesthetic reasons. And the hexblade's curse in particular gives you something to do in fights against lone, tough, fearless guys layer on.

A distinct down side that you might not recognize at first is that you really want, bordering on need, warcaster if you dip hexblade, where as a straight pally can ignore it and actually max out their cha mod by level 10 instead. Then again, warcaster also gets you opp attack booming blade, which is a great tanking ability against those fearless guy.

On the OTHER other side, athletics is a really good skill for conquest paladin. I regularly find myself trading attacks for shoves. A cha primary multiclass will likely lack in that regard, though not TOO too much, since you still need 13 str to multiclass, and the single classed conquedin doesn't raise attack stat in heroic tier.

So yeah, its really up to personal preference here. Single classed strength primary gets conquest stuff a level earlier and is generally a bit better at the fear and aura stuff, at least in the levels you'll be playing at, due to not spending an early asi on warcaster and having a better athletics skill. Non-dip can also change weapons up on the fly for some reach. A back pocket whip in particular is nice. Hex dip, on the other hand, while being locked into a single melee weapin, is more generally versatile, having a decent ranged attack, slightly better all round damage after they're able to boost cha, much better damage in boss fights with hexblade's curse, and is less fear dependant for control with opp attack booming blade.

In CoS I'd kind of lean in favor of the dip, for the extra tools against fearless opponents, but it really is an open choice.

As for assimar or human... close call either way. A vuman dip can go 13,14,14,8,8,16, and take warlock at level one with warcaster, wear medium armor, and still max cha by level 10. A human no-dip can go 16,8,16,8,8,16, with heavy armor master, which is amazing in a 1-10 game, and also max cha, though they'll still be hitting with a 16 str at level 10. Can even sack con down to 14 to play without a mental stat penalty, which I know can be a roleplaying hang up. Hard to say which I'd prefer between the two.

Fallen Assimar can do 16,8,14,8,10,17, with or without dip, which is amazing if your gm allows the UA menacing feat. The skill feats seem to be abandoned content, though, so I wouldn't count on it. Barring that, the only half feat for cha available to you is actor, which gets a big giant shrug from me, so you might as well drop cha doen to 16 to get either 10 dex or int or 12 wis. The racial features are still great in themselves, mind. Once again, it comes down to an aesthetic choice.

That said, IF you decide to dip, consider the half elf. Can go 16,8,16,8,8,17, dip at level 2 or 13,14,14,8,8,17 dip at level 1 wearing medium armor, either way nabbing elven accuracy at level 5, letting you still max out your cha by level 10, and giving you trivantage (with prone being your primary source of advantage), potentially with 19-20 crits from hexblade's curse to smite with.

Wow! Thank you for the phenomenal explanation. Bif thing I forgot to mention is were starting at lvl 3. Were are doing milestone leveling and I will be hitting level 4 this coming session(Im starting a little late). This gives me a lot of food for thought

Souplex
2018-02-23, 03:04 PM
While Dwarves are already awesome on their own, they really shine in a Hexblade multi, as they can ignore the Strength requirements for heavy armor, meaning you can neglect your Strength even more, leaving it at 13, and going pure Charisma.

Lord Vukodlak
2018-02-23, 04:33 PM
The issue with conquest pally in curse of strahd is that a lot of the tougher enemies that syart showing up right around the time you're coming into your own with aura of conquest are immune to fear. Enough aren't that you'll still get use out of it, but it can be a bit frustrating.

Really? Are they immune to fear or do you just assume they’re immune to fear due to previous editions.

Vampires, ghouls, zombies and skeletons all subject to fear in 5e.

Sception
2018-02-24, 12:57 AM
Really? Are they immune to fear or do you just assume they’re immune to fear due to previous editions.

Vampires, ghouls, zombies and skeletons all subject to fear in 5e.

I am not referring to vampires, skeletons, zombies, or ghouls here. Without getting into specific spoilers, yes, the tougher enemies I am referring to, the ones that show up usually a bit later in the campaign and, depending on how the dm runs things, can be a recurring thorn in the party's side and among the harder repeated combat encounters, are actually immune to frighten.

Lord Vukodlak
2018-02-24, 01:40 AM
I am not referring to vampires, skeletons, zombies, or ghouls here. Without getting into specific spoilers, yes, the tougher enemies I am referring to, the ones that show up usually a bit later in the campaign and, depending on how the dm runs things, can be a recurring thorn in the party's side and among the harder repeated combat encounters, are actually immune to frighten.

Well that's why I asked are you sure. I've seen quite a few people carrying over assumptions from earlier editions. If you are sure then I can only assume that the tougher enemies you are referring to are.
Constructs as they typically are immune to being frightened

Galactkaktus
2018-02-24, 02:39 AM
Has anyone tried teh conquest paldin yet? I whould love to hear what the experience was like.

ShikomeKidoMi
2018-02-24, 02:46 AM
Well that's why I asked are you sure. I've seen quite a few people carrying over assumptions from earlier editions. If you are sure then I can only assume that the tougher enemies you are referring to are.
Constructs as they typically are immune to being frightened
If you really want to know
Towards the end of Curse of Strahd, you fight a lot of constructs and adventure specific undead. Some, but not all, of those new undead are immune to frighten and all the constructs are. However, there are other high level enemies that aren't immune.

Sception
2018-02-24, 02:47 AM
Not getting into spoilers. Not confirming or denying, just going to say a lot of creatures have individual immunities. Fear immunity in particular is more about particular creatures than broad categories.

The point is, some of the harder fights at least from my time through that campaign were outright immune to frighten, however they came by that immunity. That doesn't mean you shouldn't play a conquedin, there's still plenty that isn't immune, and most of the campaign will come before level 7 anyway, as the game only runs 1-10, if that.

Just be sure you do have a plan for fear immune monsters, and a good knowledge skill specialist in the party to spot immunities for you, if your dm does that, because if my experience is any indication it will come up.

DeTess
2018-02-24, 05:54 AM
Has anyone tried teh conquest paldin yet? I whould love to hear what the experience was like.

I'm currently playing a conquest paladin 7/divine soul sorcerer 5. Though taking levels in divine soul negates that advantage somewhat, the conquest paladin has a great oath spell-list. Armor of Agathys sees plenty of use, as does spiritual weapon. I also use hold person against humanoid VIT's (very important targets), and if it sticks for a round, that person will die because you get to auto-crit smite their face off.

Being able to reduce someone's speed to 0 can also be very useful, especially if you have a GM that is more permissible of shenanigans. In a battle in my last session we where up against a couple of Wyverns, I managed to frighten one while we where 120 feet up in the air, and my DM ruled that it would start falling because it couldn't move anymore. I used a readied action to make sure I followed it down to the ground so it wouldn't fall out off my aura, and it took a heap of falling damage. Of course, stuff like this very much depends on your DM.

alchahest
2018-02-24, 02:45 PM
The plan for fear immune is: You're still a paladin and you smite your problems.

br1nx
2018-02-26, 12:20 AM
Thanks for all of the pointers everyone! So I decided to go with the following. We had to build for standard array points spend. That made it a little harder.

Base points were

15/12/13/8/10/14

I took the Scourge Aasimar Race to get +1 Con +2 Cha(15/12/14/8/10/16). and I really liked the abilities and flavor of the race overall.

We started at level 3 so I'm starting with Paladin 2 and Hexblade 1. I think I'm going full Paladin for the remainder of the campaign unless I do a Sorc 1 dip as well. Not sure yet.

I tool the Mage Hand, and Toll the Dead cantrips. We played our first session last night and it was a lot of fun. This thread was extremely helpful! Just wanted to come back and update what I decided to do and say thanks!

kardar233
2018-02-26, 02:47 AM
Loving the guide; I really want to play a Shield Master Conqueror now. One thing I'm wondering about; you say this in the 'What is Fear' section (emphasis mine):

Line of sight is not based upon actual sight in 5e, nor does it require a target to be facing you. So long as a mostly-unobstructed line can be drawn between the two of you, frightened can apply. See DMG pg. 251. Enemies who cannot literally see you, are not facing you, or have abilities like Blindsight will still be afraid of you.

I would recommend removing or amending the bolded text. By the text in the DMG, they will still be frightened of you if you are, say, invisible; however, if you are unseen due to something impeding vision (Fog Cloud, Darkness, etc.) it will no longer apply. I was very sad to learn this as I was building my Shadow Sorcerer/Paladin cross.

I'd also like to note that among all the other amazing things Hexblade does, it gets you access to the Shield spell, one of the best defences in the game. Not only can you cast that from your Warlock slot(s), you can also cast it from your Paladin slots, so you're liable to be very difficult to kill.

One thing I'd also mention for Shield Master is that the opponent resists using an Athletics or Acrobatics check, which will be with disadvantage because of your Fear. Coupled with the prone-lockdown of your aura, the enemy is liable to be in a very bad position with no way out.

ShikomeKidoMi
2018-02-26, 08:49 AM
I would recommend removing or amending the bolded text. By the text in the DMG, they will still be frightened of you if you are, say, invisible; however, if you are unseen due to something impeding vision (Fog Cloud, Darkness, etc.) it will no longer apply. I was very sad to learn this as I was building my Shadow Sorcerer/Paladin cross.

Wait, Darkness breaks line of sight? That's kind of weird, given that invisibility doesn't.

Xihirli
2018-02-26, 10:45 AM
Pretty good build advice, I think I'll try to make one of these for a mid or high level adventure if the party needs a tank.

One note though:
"Tortle: +2 STR is decent, though Natural Armor shoehorns you into taking the Defense fighting style to compete with plate-wearers."
The Defense fighting style only works when you're wearing armor.

Legimus
2018-02-26, 12:39 PM
Pretty good build advice, I think I'll try to make one of these for a mid or high level adventure if the party needs a tank.

One note though:
"Tortle: +2 STR is decent, though Natural Armor shoehorns you into taking the Defense fighting style to compete with plate-wearers."
The Defense fighting style only works when you're wearing armor.

Ooh, good catch. I'll update it to reflect this. Thanks!

ZakathBC
2018-03-13, 11:05 AM
First off, thank you so much for your guide!

I have made a Dragonborn Conquest paladin and we've just hit level 6. My stats are 15/10/16/8/8/18, I had taken the Dragonborn fear feat, but found we were having fewer harder encounters and wasn't getting much use out of it.

The party I am playing in already has a lot of damage with an arcane archer, swashbuckler, bladesinger, horizon walker, and a divination wizard, so I am looking to be the tankiest tank.

I am having a lot of trouble deciding whether to multi class more than just a level 1 hexblade dip or not.

The three options I have been looking at are,
Conquest 7/ Hexblade 13
Conquest 7/ Hexblade 1/ Sword bard 12
Conquest 7/ Hexblade 1/ Conquest x

I lean towards the Sword bard multiclass because it seems to offer me the best tanking value with defensive flourish and more spells/slots.

Any nudge in one direction or the other would be appreciated. :)

8wGremlin
2018-03-13, 06:28 PM
At least get Hexblade 2 or 3 and pick a pact, regardless of what you finally go for.

Davrix
2018-03-14, 05:32 AM
Problem is your delaying your lv 9 feature of lv 3 spells and fear which is your other BIG tool besides your lv 7 aura. As was pointed out to me, jumping out of conquest is a very costly thing to do as it always has something pretty useful just over the next level. You get fear at 9 you get the fear immune arua for the party at lv 10, improved divine smite is a big damage boost at 11 and so forth.

The dragonborn fear feat by the way is good to see if things are immune to fear or not. Its a good opener but not much else. Fear and wrathful smite are your big hitters and control mechanics on the battlefield. I mean to be honest if you want to be the tankiest tank look more towards feats. Sword and board with war-caster and shield master is very potent and stacking mage slayer on top you will ruin any of the DM's casters days if you get up in there face.

That being said your char is super high so the hex dip will be good for you providing your not using a 2h and you would defiantly want to hit lv 3 because Devil sight and darkness with your aura will just be fun. After that though just go back full conquest though your going to loose out on your 30ft aura at lv 18 which is really powerful for conquest but if your group doesn't make it that high then it matters little. The real choice basicaly is how much your willing to delay your other paladin perks over the multi-class.

Satsujinki
2018-04-05, 10:31 AM
Magic initiate sound even more awesome now. Take MI warlock and take Cause fear and EB for even more control and fear effects

Sception
2018-04-05, 09:17 PM
I disagree about definitely taking hex to 3. Oh, hex 3 or even more isnt bad by any stretch, its perfectly fine, but hexblade is very front loaded, and the majority of big gets - cha melee, cantrips, shield spell, hexblade's curse, a spell slot - are at level one. Hex 1, conquest 19 is totally valid, arguably more so than any hex/conquest mix that takes more than one level of hexblade.

Two extra hexblade levels gets you a second recharging slot, which is nice. It bumps those slots to level 2, which is ok but less helpful, since you're probably casting shield or wrathful smite with them, both level one anyway. it gets you a couple invocations, which, i mean, alright. Extra damage on your fallback ranged cantrip is nice, but you're not a blaster, or at leadt you aren't supposed to be. And devils sight is great if you lack darkvision otherwise but the darkness combo is less good for you than others. You're a fear user, you want to be seen, and an aura buffer/debuffer, you can't flit in and out of melee like a normal hexblade to keep your darkness from hassling your friends as much as your enemies, so there's honestly probably better invocations to pick even if you do take more than one level of hexblade. Finally you get your pact boon. Blade if you want dual handed weapons, or even just the option to switch between the damage of a longsword and the reach of a whip, but tbh most conquedins would prob get more out of the extra utility from book's cantrips or chain's familiar, especially once you find a magic weapon to be your pact weapon, and lise the ability to swap weapons around anyway.

And that's a good set of benefits, dont get me wrong. Hex 3 conquest x is fine. Heck, you could take hexblade further. 4 puts you back on asi schedule. 5 upgrades your short rest Shields to Fears, which is amazing, and the level 6 feature is just cool as beans.

But you have to remember the delayed conquest progression. Again, unlike most paladins, conquest has no dud levels. Hex 1 Conquest X compares favorably to Conquest X+1 for most of your career, only feeling a bit off at character levels 6, 7, 9, 18, and 20, but having a lot to show for the trade even at those levels, and not long to wait to pick up what they're missing regardless.

But Hex 3 Conquest X vs Conquest X+3? That's a much less favorable comparison. It's not that hexblade 2 and 3 are bad, just that they're nowhere near as generous as hexblade 1 (which is honestly a problem the subclass gets from trying to be a full pact and a bladelock fix at the same time), and in exchange You're taking a *much* greater hit to conquest progression.

Legimus
2018-04-05, 10:20 PM
Echoing that, I think Hexblade 3 can work well if you're at the right place level-wise. Like most of the multiclassing, I'm pretty convinced that it's best to wait until after 9 with the Conqueror to start moving into other classes. Even then, I'd only put one level into Hexblade until Conquest 13. That way you secure your next ASI, Improved Divine Smite, Aura of Courage, and 4th level spells before adding more warlock levels. Because like Malisteen noted, Hexblade is very front-loaded in its benefits, but levels 2 and 3 aren't that game-changing compared to what the next couple levels in Conquest will get you. You will get more mileage by far from the level 1 benefits than any other Hexblade level.

That being said, it can change from campaign to campaign and with party composition. I think the only solid rule of thumb is to hit level 9 before taking Hexblade levels. For everything else, just make sure you have it planned out.

Sception
2018-04-06, 08:02 AM
Imo, the first level of hexblade, if you're going to multi at all, can come any time you like, all the way down to first level outright if you've got the racial mods to use medium armor. There isn't really a 'too soon' for it, imo, nor is there really a 'too late', provided you haven't put any ASIs into strength.

The tradeoffs for multiclassing from conquest aren't really a problem. By multiclassing you sacrifice progression in your main class, becoming less good at your main gimmicks, in exchange for the added versatility of minor ability in some other class's gimmicks. Theoretically, that's how multiclassing is supposed to work. In practice, though, multiclassing discussion revolves around ways for multiclassing to make you better at your main gimmicks. 'Jumping off' points in classes where a key gimmick isn't improved, or improves only slowly, for the next several levels, and classes that share that same main gimmick that you can jump into to keep the gimmick progressing faster than it would have otherwise.

An archetypal example is paladins focused on melee burst damage multiclassing into sorcerer. Smite is a fantastic tool for such, but it scales pretty slowly. Once you grab your extra attack at fifth level, non-oathbreaker paladin melee damage doesn't really see another significant boost from class features until level 11, and after that none again until level 20 when most oaths see a damage boosting capstone. Instead most paladin damage improvements after level 5 come from using their slowly growing spell slot pool to smite with. So after level 5 (usually sticking around to 6 for aura of protection, though sometimes hopping out as early as level 2), paladins focused on burst damage, one of the primary paladin gimmicks, will actually see that primary gimmick scale faster if they multiclass out into a primary caster that will scale those smite slots higher and faster than a single classed paladin will. Sorcerer does this while also leaning into the paladins cha preference AND granting metamagic access for even more burst damage when needed.

That's the kind of synergy that optimized multiclassing is about.

Conquest Paladin, however, mostly does not have that kind of synergy, because unlike other paladins their primary offensive gimmick isn't burst damage, it's control, specifically fear-based control. And unlike pure damage, fear-based control is something paladin class features actually do support at higher levels. Most paladins don't really need their level seven oath aura. You do. most paladins could care less about third level spells known since they only want the slots to smite with. You actually want those spells. Most paladins don't care about the level 10 aura since fear isn't too common a thing and they have save boosts and low level spells to combat it on the rare occasion it pops up, but conquest paladins love that aura because they're throwing around unfriendly fear aoe's constantly, so party vulnerability to fear is a regular issue. most paladins would happily take the level 11 damage boost if they didn't have to take levels 7, 9, and 10 before it, but since you wanted those levels improved divine smite is pure gravey. And so it goes.


Right now, there are no classes or subclasses you can multiclass into that will make you better at your primary gimmick of fear-based tanking/control than just taking another level of conquest paladin, with the arguable exception of one and only one level of hexblade, since a single hexblade level solves your MADness issues letting you more freely put stat points and ASIs into charisma to pump your spell DCs. And even hexblade 1 is debatable, since you still kind of want a high strength score to shove with.


Again, this doesn't mean that multiclassing a conquest paladin is bad, just that it isn't really synergistic. It's the regular kind of multiclassing, sacrificing your primary talents for mechanical and thematic versatility, not the optimized form of multiclassing where you actually get better at the main thing you were doing to begin with. A fear-adin just doesn't become a better fear-adin by multiclassing the way a smite-adin becomes a better smite-adin.

At least, not yet.

That could easily change if other classes ever get their own fear-based subclasses. Which could easily happen - fear is a pretty thematically broad archetype after all, and there's plenty of examples from D&D's history of fear based classes & builds that might yet get revived in 5e. For example, if wizard were to get a 'dread witch' arcane tradition that allowed them to bypass fear immunity at level 6, then it could become a nigh-obligatory multiclass for Conquest builds despite requiring a 13 in what is otherwise the paladin's dumpiest dump stat.

MrStabby
2018-04-06, 11:57 AM
I would agree with much of this. At the moment I am trying to explore if there are other multiclass options.

As you point out, most of them look pretty poor as this is the class that keeps on giving. The area that I am interested in is Rogue. This does match your "gimmic" approach - the theme is fear based control and shoving can be very much part of that (given the interaction between fear and movement). The multiclass stats are a bit of a pain, needing a 13 in dex but it is only a 1 level dip like hexblade. In addition to athletics expertise you get sneak attack and another expertise slot (intimidation springs to mind). Cunning action is then a second level away. Now cunning action doesn't seem to directly bolster the fear/control plan but it does have some synergy - better positioning of auras, better position to lay down spells with challenging shapes, like cone spells and is generally a great ability for flexibility as well.

I am considering this in part because I would like just a bit more flexibility when it comes to encounters - I am pretty sure that sooner or later I would be looking at some encounters where fear immunity was a feature and the control from being great at shoving would help ensure that this part of the party was covered.

Bard offers the same with three levels whilst also providing more smite-fodder. Three levels seems a HUGE investment though. Still I think the support role is very compatible with oath of conquest, bard offers a lot of spell options. Lore bard at third level can take cutting words to prevent recovery from wrathful smite, college of swords can allow mobile flourish, and glamour's mantle of inspiration allows reaction disengage from the party - great when fear stops enemies from making up the gap.

It is easy enough to find stuff that really adds to the class, really compliments it well - just pretty hard to say it is better than what the class itself gets.

Sception
2018-04-25, 01:35 PM
While Conquest Pally has no good drop points, and three-or-more level sidetracks, while not inherently bad, do incur rather hefty delays in your primary abilities, I think there's a strong case to be made for a one or two level dip. Such a dip doesn't delay your paladin advancement too badly, and you can still pick up the aura expansion by level 20. In most senses, you'll still function like a full classed Conquest paladin, but with some extra tools that, while they mostly won't make you better at your main role than a single classed Conqueror, do enough to broaden your abilities or shore up your weaknesses to be worth the minimal delay asked.

This post is looking into some of those in a bit more detail. Some of this is repeating points I've made in previous posts in the thread, and some of this is repeating points from the multiclassing section of the Legiumus's guide itself, but I feel that section focused on more extended multiclassing with sample builds and class discussion focusing on features that show up at level 3 or later of a class. Again, longer forays into any of these classes can absolutely make for valid enjoyable characters, but the delays to Conquest advancement start to become much more noticeable.

...

But before that, a word on Concentration. As I've gained more experience playing Conquerors, this issue keeps coming up. Especially after you pick up Fear at level nine. Almost all frighten effects are concentration based, including the two very best sources of frighten for conquest paladins: the spells Wrathful Smite and Fear. These are the best because of the mechanics for shaking them. If a target fails the initial save, Wrathful Smite only lets the target break free with Wisdom checks, which will be made at disadvantage due to the frighten condition itself, making it very difficult to escape - unless you fail your concentration. Fear is even more extreme. Targets that fail the initial save can only attempt another if they break line of sight to you, which will typically be impossible for them to do while you have them trapped in your aura of conquest, so targets that fail the initial save cannot escape at all - again unless you fail your concentration.

The risk of failed concentration checks is your primary tool for motivating enemies trapped in your aura to attack you instead of your allies, but while you want to dangle that hope in front of your enemies, you do not ever actually want to fail these saves. Nothing is worse than losing control of three or more enemies that you just locked down because you flubbed a concentration save.

Con 14 to 16 and Cha 20 with aura of protection gives you a decent con save by default, but this is not good enough given the overwhelming importance of maintaining your frighten effects on enemies. IMO shoring up your concentration saves is almost as critical as raising your spell DCs, to the point that "typical", single-classed Oath of Conquest paladins should consider Resilient: Constitution to be a near mandatory feat at level 12. Level 16 at the latest if you haven't picked up a magic weapon with a to-hit bonus by level 12 and find your melee attacks missing a bit too often to tolerate.

IMO, resilient Con is the ONLY feat that I would rate gold for this build. Even Sentinel, amazing as it is, should probably take a back seat.

Warcaster provides an interesting alternative. In general, Resilient: Con provides a better bonus, at least at the level your most likely to pick it up, and comes with +1 con which might help your stat distribution. If, however, you've managed to pick up the Booming Blade cantrip (amazing if you can use it for opportunity attacks, not especially worth bothering with for you otherwise), or any significant somatic-but-not-material-component spells (a casting focus covers somatic-and-material spells, but oddly enough not somatic-only spells), then Warcaster becomes a better choice. In practical terms, this means Warcaster is better if you're planning to multiclass into hexblade or sorcerer.

...

WARLOCK (Hexblade)

The most obvious dip for Conquerors is, of course, hexblade warlock, for hex warrior, curse, eldritch blast, booming blade, shield, and a short rest slot at level one, with maybe a second level for a second recharging slot and a couple invocations. The first level here offers just a tremendous amount of power and utility, more that one level of almost anything, including whatever the next level of conquest is in most cases. This is a result of the hexblade patron being designed as both a fully functional patron in and of itself AND as a stealth fix for the blade pact boon, which means the first level patron feature, fully good enough to stand on its own, comes with an improved version of the third level blade boon for free.

You can honestly dip Hexblade at any point, even all the way down to first level if you have the stats to support medium armor use: 13 strength, 14 dex - instead of 15 strength for heavy armor. A medium Armor Hex-Conqueror faces a heavier initial stat investment, but it might be worth it for aesthetic reasons, or in a party where every member is reasonably stealthy and you don't want to be the odd one out ruining group infiltration efforts, or if you're playing a variant human and want to take Warlock at first level so you can grab Warcaster as your bonus feat (first level paladins aren't spellcasters yet, so they don't qualify to take it). Usually, though, if you dip hexblade it'll either come at level 2, for the earliest dip that preserves heavy armor proficiency, or at level 8, waiting until after aura of conquest.

PROs:

reduce MADness with Hex Warrior
Strong ranged fallback from Eldritch Blast (even without invocations)
Booming Blade is good fallback tanking for fear immune enemies
ESPECIALLY when combined with Warcaster
Shield is a phenomenal defensive spell, though it will also require warcaster
Hexblade's Curse is amazing for boss encounters, which are often resistant if not immune to fear
Even just one short rest spell slot does a lot to even out the paladin's otherwise very daily-oriented resource pool


CONs (apart from delayed access to Conquest features):

Hex Warrior only works with one weapon, so reduced MADness comes at the cost of losing the versatility of swapping between sword, whip, & halberd
Booming Blade and Shield, two key gains from the dip, only come fully online after taking the Warcaster feat, which means either delaying Cha advancement or delaying full use of these spells
It also means taking Warcaster at all, when otherwise a Conqueror would probably prefer Resilient Con for shoring up concentration. Not a huge setback, advantage is almost as good as proficiency here, and one or the other is strongly recommended regardless.
Less MADness frees you up to invest less points in strength over your career, which in turn means lower Athletics checks and reduced ability to use the Shove maneuver. This is especially the case for medium armor builds. That said, thanks to frighten your target will generally have disadvantage, so proficiency alone should be enough to get some use out of shoving.


If dipping one level of hexblade, you can do so at any point after first level, though you may prefer to wait until after Oath of Conquest at paladin 7. That said, even a 1st level dip is possible, if you have the stats for medium armor. If you opt to take a second level, it should probably wait at least until after Fear at Paladin 9, and probably until after the level 12 asi. Earlier is still viable, though, if you feel you need some particular invocation for thematic or aesthetic reasons.

Re: other Warlock patrons. They're alright, but Hexblade just offers so much more, while also being a natural thematic fit with Conquerors, so why would you pick anything else? That said, if you have some pressing narrative reason to pick something else, other warlock patrons are still alright dips. You miss Hex Warrior, Curse, and Shield, but still get Booming Blade, eldritch blast, the short rest slot, and whatever your chosen patron grants at level one. Telepathy from Great Ones has some tactical value. The fiend & fey traits are fine. If UA is allowed, Raven Queen basically gets an improved familiar at level 1, which is cool.

.............................

FIGHTER

The second strong contender for 1 to 2 level dips, the Fighter's biggest selling point is Con save proficiency. Take fighter at level 1, and you can be proficient in Constitution saves from the get go. You also gain a second fighting style, letting you grab dueling and defense. You also get second wind, which is nice at level one but trails off even faster for you then it does for a single classed fighter. A second level picks up action surge, which is just awesome. Honestly, it could be a capstone feature. If you dip fighter at level one, and then just go straight pally for the rest of your life, I'd suggest taking fighter 2 over pally 19 as your final level.

I don't have much to say here that Legimus didn't already say in the multiclassing section of the main guide, other than to emphasize that Con save proficiency is a big, big deal, and dipping fighter at level 1 is the easiest and fastest way to get it.

PROs:

CON Save Proficiency
second combat style (ie, +1 AC)
an impressive second level feature, even if you save it for level 20


CONs (apart from delayed Conquest progression):

None, really. What you get doesn't look like as much as some other dips (though, again, CON proficiency is huge), but other then a slight delay to your main class features you don't really lose anything here.
I guess if I had to list something, it would be that the dip must come at level one, so the build defining Aura of Conquest will be among the features that suffer that one level delay.


If you dip fighter, you take the first level at level one, no questions asked. Con save proficiency is too important, it's the main reason to dip fighter at all. If you take a second level, imo it should wait at least until you've grabbed Fear at Paladin level 9.

..........................

BARD

If you want to dip into a casting class for cantrips, but don't want to play a hexblade, then Bard is your go to option. Probably not as strong an option as Hexblade, but Bard offers considerably different flavor and features.

As a caster dip, it suffers somewhat from not granting access to Booming Blade or Shield, but then again lack of those spells means you shouldn't feel compelled to take Warcaster (though you'll still eventually want Resilient: Con to shore up concentration saves). That said, you do get Vicious Mockery, which is, if anything, an even better fallback ranged cantrip for you than Eldritch Blast. Less damage, but it contributes to your whole debuffing/control gimmick, in particular letting you impose disadvantage on an enemy that saved against one of your fear AOEs while still positioning yourself to impose your aura on those that failed. Plus it just fits thematically into your whole 'browbeat the enemies into submission' routine.

Bardic Inspiration, even as just a plain d6 roll, is a fantastic use of your bonus action, and with your high Cha you'll get plenty of uses of it. Honestly, Bardic inspiration might be the biggest gain here, it really expands and accentuates the battlefield commander role that many Conquerors take on. As with Vicious Mockery, Bardic Inspiration has a good range, allowing you to lock down a crowd of enemies with Fear and Aura of Conquest, while still handing out buffs to party members who prefer to maintain a safe distance, and as a result miss out on your Aura of Protection.

As an added bonus, multiclassing into Bard lets you grab a skill of your choice, which can help round out your non-combat abilities. A Bard dip should probably be one level or nothing, as the second level features, while fluffy, don't add all that much. Longer divergences into bard are certainly viable, but again this post is only looking at 1 to 2 level dips which won't dramatically compromise your Conquest progression.

PROs:

Viscious Mockery is a fantastic fallback ranged cantrip
Bardic Inspiration is a fantastic bonus action
Free skill proficiency


CONs (apart from delayed Conquest progression):

no Shield
no Booming Blade


If you're dipping bard, I'd just do one level, and I'd probably wait until after you've grabbed Aura of Conquest at paladin 7, though honestly it can slot in at any level after first reasonably well.

..........................

A Word on Double Dipping

If I think a Conqueror can reasonably manage a two level dip, and single level dips of Hexblade, Fighter, and Bard are all viable, then what about a double dip, with one level each of any two of the above?

Honestly, I think that could work out pretty well, on par with a two level hexblade or fighter dip, and paced about the sam. Of the various double dip options, I think one level of fighter plus one level of either bard or hexblade works out the best, as there's a bit of redundancy between bard and hexblade (curse & inspiration competing for bonus actions, blast and mockery competing for ranged fallback). I would personally pace it with the fighter dip at level one for con proficiency and the second dip after Fear at paladin 9. So something like Fighter 1/Paladin 9/Hexblade-or-Bard 1/Paladin+8.

............................

That's kind of it for the dips I think are good. Since I banged on about Constitution saves a bunch, Barbarian might be worth bringing up just to mention how terrible it is. Unlike other paladins, you actually cast and concentrate on spells. Like, all the time. So raging is no good for you. Forcing you into medium armor if you want to get con save proficiency out of it is just insult to injury.

Sorcerer is perhaps an even more surprisingly terrible dip for Conquest Paladins. Oh, it's perfectly viable as a more extended multiclass. If you're going to take at least 3 levels of it, then booming blade, any ranged damage cantrip, shield, and metamagic together make for a great package. But at that point you've invested heavily enough in your secondary class that your primary Conquest abilities have been pretty significantly set back. A first level dip might at first seem viable for Booming Blade, Shield, and Constitution Save proficiency, but that puts you in medium armor with borderline unusable melee attacks. You could dip a level into hexblade as well to fix the attack stat issue, but hexblade already gives you booming blade and shield, plus a better ranged attack cantrip than sorcerer offers, so what are you getting from the sorcerer/hexblade double dip that a fighter/hexblade double dip wouldn't be doing even better?

Again, Sorcerer is a fine multiclass option for Conquerors, if not quite as good as it is for other paladins, but imo it's just not a good option for dipping.

Divination wizard might also be worth mentioning just because of how good the level 2 feature is from divination, especially for a character who really appreciates the ability to force enemies to roll poorly on their saves. But good as the ability is, it's kind of situational - you might not roll usable portents on the days you really need them - so it isn't really good enough to justify the two level dip & a 13 in your dumpiest dump stat. That said, if you really want a familiar for narrative reasons but don't want to burn an ASI on magic initiate, a wizard dip is your only published option, and a two level dip into divination won't be completely useless to your primary combat strategy.

Aaramis
2018-05-05, 01:30 PM
Another interesting combo is UA's Flail Mastery which has a chance of knocking a target prone on an OA.
Combined with Sentinel and your aura...

Iron Frog
2018-05-16, 09:04 AM
Another interesting combo is UA's Flail Mastery which has a chance of knocking a target prone on an OA.
Combined with Sentinel and your aura...

As a flail wielder, I am highly inclined towards this pick at 12th level, since Shield Master's "nerf" by Papa Jerry.

strangebloke
2018-05-16, 09:14 AM
As a flail wielder, I am highly inclined towards this pick at 12th level, since Shield Master's "nerf" by Papa Jerry.

In what situation does Jerry's advice matter, but the UA doesn't?

Sception
2018-05-16, 10:03 AM
Combined with Sentinel and your aura...

is too much. If your aura's in play, they aren't provoking opp attacks from you in the first place, and two feats is two much to invest in backup plans for when your aura doesn't apply. Maybe if one or both were half feats with charisma, but they're not. Even Vuman only grabs this combo at level 12 at the earliest if they're not delaying charisma progression, and at that point they're choosing to play all the way to level 16 with a starting 16 attack stat and only aura of protection to prop up their concentration saves. Even with a hexblade dip, warcaster is a much higher priority, so you're still waiting until level 17 for this to come on, for a vuman, and that's just too long, imo.

Sentinel's still good if you can fit it, honestly more for the reaction attacks then the move cancelling opp attacks since your aura mostly has that covered (though it's nice to help you feel tankier at lower levels before you get the aura), but I wouldn't take any other feats that serve primarily to combo on top of it, apart from maybe polearm master, and even then that looks like over-investment to me.

And as for knocking enemies prone on opp attacks in general, again, there is little to no synergy with your aura there. If they're under your aura, then they probably aren't provoking opp attacks from you in the first place, and if they aren't then they can just stand up anyway.

Iron Frog
2018-05-16, 10:58 AM
In what situation does Jerry's advice matter, but the UA doesn't?

The DM'S whim may very well be a situation.

Anyway, I appreciate your words of wisdom.

Garokson
2018-05-18, 02:44 PM
Check out the dragon masks from horde of the dragon queen. Attuning one of these legendary masks changes your dragonborns breath weapon cooldown from once per short rest to once every 6 rounds essentially making a fear machine out of him. The red dragon masks effect seems especially good. This let's you set someone or something on fire if you hit him with fire damage. The fire has to be doused by taking an action or the creature burns for 1d6 fire dmg per round. This should let you hinder fearless enemies by fire dragon breathing or destructive waving them. The other mask effects, amongst those are darkvision, resistence and legendary resistence, also sound quite neet.

Sansic1
2018-05-24, 05:16 PM
So how would a pally of the oath handle Oathbreakers, what would or wouldn’t work?

Davrix
2018-05-24, 09:23 PM
So how would a pally of the oath handle Oathbreakers, what would or wouldn’t work?

Im not sure what your asking, how would the conquest paladin handle an oath-breaker of their oath or someone else's oath?

1Pirate
2018-05-25, 01:13 AM
So how would a pally of the oath handle Oathbreakers, what would or wouldn’t work?
It's a little hard to say without more details. Levels matter a lot with this match up since at 10+ a lot of the features of both classes don't work on either of you since aura of courage blocks all the fear effects. Also is it 1v1 or is the Oathbreaker going to be bringing some undead friends? Do you have any magic weapons?


Im not sure what your asking, how would the conquest paladin handle an oath-breaker of their oath or someone else's oath?
I think he means the Oathbreaker paladin from the DMG.

Sception
2018-05-25, 06:26 AM
Mechanically, as in how would you fight them? Or narratively, as in how would you react to them?

raelik
2018-05-30, 09:34 AM
Almost every build I see takes Conquest to 9 to get Fear. How is this better than multiclassing with Hexblade and getting that to at least 5th to get Fear as a Warlock spell instead? Sure, you're delaying access to Fear, but getting 3rd level Warlock slots means you can use it every short rest.

Iron Frog
2018-05-30, 09:51 AM
Almost every build I see takes Conquest to 9 to get Fear. How is this better than multiclassing with Hexblade and getting that to at least 5th to get Fear as a Warlock spell instead? Sure, you're delaying access to Fear, but getting 3rd level Warlock slots means you can use it every short rest.

It's not about only getting Fear at 9th. Aura of Conquest plays a major role (if not the central role) for this Oath, and since one came all the way to 7th, it's not a big of a stretch going all the way to 9th.

Sception
2018-05-30, 12:19 PM
Almost every build I see takes Conquest to 9 to get Fear. How is this better than multiclassing with Hexblade and getting that to at least 5th to get Fear as a Warlock spell instead? Sure, you're delaying access to Fear, but getting 3rd level Warlock slots means you can use it every short rest.

Conquest Paladin with Warlock 5 for Fear on a short rest timer is an amazing combo. But it's also one that doesn't come on until level 12 at the earliest, and that's considerably later than the level 9 needed to get fear as a normal daily spell with Conquest Paladin on its own, or even the level 10 needed to pick up Fear from Conquest Paladin after dipping a single level of Hexblade.

And when the combo does come online at level 12, you're behind on asi progression as well, having only 2 instead of 3.

And having gone that deep into warlock, you'll never get the aura expansion at paladin 18. plus other earlier paladin features worth picking up, like aura of courage or improved divine smite or cleansing touch or scornful rebuke either aren't coming to you at all or are arriving much much later than they otherwise would.

You do get a lot of other nice stuff from warlock, it's not an invalid build by any stretch. But it's not one you can call objectively superior to getting fear from conquest paladn the normal way, especially at levels 9, 10, and 11, when a single classed conqueror has Fear already, but you don't.

raelik
2018-05-30, 06:24 PM
Conquest Paladin with Warlock 5 for Fear on a short rest timer is an amazing combo. But it's also one that doesn't come on until level 12 at the earliest, and that's considerably later than the level 9 needed to get fear as a normal daily spell with Conquest Paladin on its own, or even the level 10 needed to pick up Fear from Conquest Paladin after dipping a single level of Hexblade.

And when the combo does come online at level 12, you're behind on asi progression as well, having only 2 instead of 3.

And having gone that deep into warlock, you'll never get the aura expansion at paladin 18. plus other earlier paladin features worth picking up, like aura of courage or improved divine smite or cleansing touch or scornful rebuke either aren't coming to you at all or are arriving much much later than they otherwise would.

You do get a lot of other nice stuff from warlock, it's not an invalid build by any stretch. But it's not one you can call objectively superior to getting fear from conquest paladn the normal way, especially at levels 9, 10, and 11, when a single classed conqueror has Fear already, but you don't.

Well, being behind on ASI assumes that you stopped Conquest at 7 instead of 8. I was initially thinking Conquest 8 / Hexblade 12, as you can get a LOT of utility from all the Warlock spells and invocations... but you do give up a ton to get there. Maybe Conquest 15 / Hexblade 5 is a better idea. You're giving up an ASI, the improved auras, a 4th level daily and 2 5th level dailys in exchange for the pact boon, 4 more Warlock spells, an extra short rest timer spell slot (so 2 3rd level ones instead of 1 1st level one), and 3 invocations. Assuming you went blade pact, you could get Eldritch Smite for double smite goodness. Not sure which is better though.

Davrix
2018-05-30, 06:59 PM
Well, being behind on ASI assumes that you stopped Conquest at 7 instead of 8. I was initially thinking Conquest 8 / Hexblade 12, as you can get a LOT of utility from all the Warlock spells and invocations... but you do give up a ton to get there. Maybe Conquest 15 / Hexblade 5 is a better idea. You're giving up an ASI, the improved auras, a 4th level daily and 2 5th level dailys in exchange for the pact boon, 4 more Warlock spells, an extra short rest timer spell slot (so 2 3rd level ones instead of 1 1st level one), and 3 invocations. Assuming you went blade pact, you could get Eldritch Smite for double smite goodness. Not sure which is better though.


They made it very difficult to jump out of conquest. Trust me I tried for so long to think of a good spot to get into hexblade with mine. Your just better off going straight conquest. If anything you take just the 1st lv in hex to nab the char based weapon and the shield spell with your hex and call it a day.

BrusLi
2018-06-01, 01:39 PM
While Conquest Pally has no good drop points, and three-or-more level sidetracks, while not inherently bad, do incur rather hefty delays in your primary abilities, I think there's a strong case to be made for a one or two level dip. Such a dip doesn't delay your paladin advancement too badly, and you can still pick up the aura expansion by level 20. In most senses, you'll still function like a full classed Conquest paladin, but with some extra tools that, while they mostly won't make you better at your main role than a single classed Conqueror, do enough to broaden your abilities or shore up your weaknesses to be worth the minimal delay asked.

This post is looking into some of those in a bit more detail. Some of this is repeating points I've made in previous posts in the thread, and some of this is repeating points from the multiclassing section of the Legiumus's guide itself, but I feel that section focused on more extended multiclassing with sample builds and class discussion focusing on features that show up at level 3 or later of a class. Again, longer forays into any of these classes can absolutely make for valid enjoyable characters, but the delays to Conquest advancement start to become much more noticeable.

...

But before that, a word on Concentration. As I've gained more experience playing Conquerors, this issue keeps coming up. Especially after you pick up Fear at level nine. Almost all frighten effects are concentration based, including the two very best sources of frighten for conquest paladins: the spells Wrathful Smite and Fear. These are the best because of the mechanics for shaking them. If a target fails the initial save, Wrathful Smite only lets the target break free with Wisdom checks, which will be made at disadvantage due to the frighten condition itself, making it very difficult to escape - unless you fail your concentration. Fear is even more extreme. Targets that fail the initial save can only attempt another if they break line of sight to you, which will typically be impossible for them to do while you have them trapped in your aura of conquest, so targets that fail the initial save cannot escape at all - again unless you fail your concentration.

The risk of failed concentration checks is your primary tool for motivating enemies trapped in your aura to attack you instead of your allies, but while you want to dangle that hope in front of your enemies, you do not ever actually want to fail these saves. Nothing is worse than losing control of three or more enemies that you just locked down because you flubbed a concentration save.

Con 14 to 16 and Cha 20 with aura of protection gives you a decent con save by default, but this is not good enough given the overwhelming importance of maintaining your frighten effects on enemies. IMO shoring up your concentration saves is almost as critical as raising your spell DCs, to the point that "typical", single-classed Oath of Conquest paladins should consider Resilient: Constitution to be a near mandatory feat at level 12. Level 16 at the latest if you haven't picked up a magic weapon with a to-hit bonus by level 12 and find your melee attacks missing a bit too often to tolerate.

IMO, resilient Con is the ONLY feat that I would rate gold for this build. Even Sentinel, amazing as it is, should probably take a back seat.

Warcaster provides an interesting alternative. In general, Resilient: Con provides a better bonus, at least at the level your most likely to pick it up, and comes with +1 con which might help your stat distribution. If, however, you've managed to pick up the Booming Blade cantrip (amazing if you can use it for opportunity attacks, not especially worth bothering with for you otherwise), or any significant somatic-but-not-material-component spells (a casting focus covers somatic-and-material spells, but oddly enough not somatic-only spells), then Warcaster becomes a better choice. In practical terms, this means Warcaster is better if you're planning to multiclass into hexblade or sorcerer.

...

WARLOCK (Hexblade)

The most obvious dip for Conquerors is, of course, hexblade warlock, for hex warrior, curse, eldritch blast, booming blade, shield, and a short rest slot at level one, with maybe a second level for a second recharging slot and a couple invocations. The first level here offers just a tremendous amount of power and utility, more that one level of almost anything, including whatever the next level of conquest is in most cases. This is a result of the hexblade patron being designed as both a fully functional patron in and of itself AND as a stealth fix for the blade pact boon, which means the first level patron feature, fully good enough to stand on its own, comes with an improved version of the third level blade boon for free.

You can honestly dip Hexblade at any point, even all the way down to first level if you have the stats to support medium armor use: 13 strength, 14 dex - instead of 15 strength for heavy armor. A medium Armor Hex-Conqueror faces a heavier initial stat investment, but it might be worth it for aesthetic reasons, or in a party where every member is reasonably stealthy and you don't want to be the odd one out ruining group infiltration efforts, or if you're playing a variant human and want to take Warlock at first level so you can grab Warcaster as your bonus feat (first level paladins aren't spellcasters yet, so they don't qualify to take it). Usually, though, if you dip hexblade it'll either come at level 2, for the earliest dip that preserves heavy armor proficiency, or at level 8, waiting until after aura of conquest.

PROs:

reduce MADness with Hex Warrior
Strong ranged fallback from Eldritch Blast (even without invocations)
Booming Blade is good fallback tanking for fear immune enemies
ESPECIALLY when combined with Warcaster
Shield is a phenomenal defensive spell, though it will also require warcaster
Hexblade's Curse is amazing for boss encounters, which are often resistant if not immune to fear
Even just one short rest spell slot does a lot to even out the paladin's otherwise very daily-oriented resource pool


CONs (apart from delayed access to Conquest features):

Hex Warrior only works with one weapon, so reduced MADness comes at the cost of losing the versatility of swapping between sword, whip, & halberd
Booming Blade and Shield, two key gains from the dip, only come fully online after taking the Warcaster feat, which means either delaying Cha advancement or delaying full use of these spells
It also means taking Warcaster at all, when otherwise a Conqueror would probably prefer Resilient Con for shoring up concentration. Not a huge setback, advantage is almost as good as proficiency here, and one or the other is strongly recommended regardless.
Less MADness frees you up to invest less points in strength over your career, which in turn means lower Athletics checks and reduced ability to use the Shove maneuver. This is especially the case for medium armor builds. That said, thanks to frighten your target will generally have disadvantage, so proficiency alone should be enough to get some use out of shoving.


If dipping one level of hexblade, you can do so at any point after first level, though you may prefer to wait until after Oath of Conquest at paladin 7. That said, even a 1st level dip is possible, if you have the stats for medium armor. If you opt to take a second level, it should probably wait at least until after Fear at Paladin 9, and probably until after the level 12 asi. Earlier is still viable, though, if you feel you need some particular invocation for thematic or aesthetic reasons.

Re: other Warlock patrons. They're alright, but Hexblade just offers so much more, while also being a natural thematic fit with Conquerors, so why would you pick anything else? That said, if you have some pressing narrative reason to pick something else, other warlock patrons are still alright dips. You miss Hex Warrior, Curse, and Shield, but still get Booming Blade, eldritch blast, the short rest slot, and whatever your chosen patron grants at level one. Telepathy from Great Ones has some tactical value. The fiend & fey traits are fine. If UA is allowed, Raven Queen basically gets an improved familiar at level 1, which is cool.

.............................

FIGHTER

The second strong contender for 1 to 2 level dips, the Fighter's biggest selling point is Con save proficiency. Take fighter at level 1, and you can be proficient in Constitution saves from the get go. You also gain a second fighting style, letting you grab dueling and defense. You also get second wind, which is nice at level one but trails off even faster for you then it does for a single classed fighter. A second level picks up action surge, which is just awesome. Honestly, it could be a capstone feature. If you dip fighter at level one, and then just go straight pally for the rest of your life, I'd suggest taking fighter 2 over pally 19 as your final level.

I don't have much to say here that Legimus didn't already say in the multiclassing section of the main guide, other than to emphasize that Con save proficiency is a big, big deal, and dipping fighter at level 1 is the easiest and fastest way to get it.

PROs:

CON Save Proficiency
second combat style (ie, +1 AC)
an impressive second level feature, even if you save it for level 20


CONs (apart from delayed Conquest progression):

None, really. What you get doesn't look like as much as some other dips (though, again, CON proficiency is huge), but other then a slight delay to your main class features you don't really lose anything here.
I guess if I had to list something, it would be that the dip must come at level one, so the build defining Aura of Conquest will be among the features that suffer that one level delay.


If you dip fighter, you take the first level at level one, no questions asked. Con save proficiency is too important, it's the main reason to dip fighter at all. If you take a second level, imo it should wait at least until you've grabbed Fear at Paladin level 9.

..........................

BARD

If you want to dip into a casting class for cantrips, but don't want to play a hexblade, then Bard is your go to option. Probably not as strong an option as Hexblade, but Bard offers considerably different flavor and features.

As a caster dip, it suffers somewhat from not granting access to Booming Blade or Shield, but then again lack of those spells means you shouldn't feel compelled to take Warcaster (though you'll still eventually want Resilient: Con to shore up concentration saves). That said, you do get Vicious Mockery, which is, if anything, an even better fallback ranged cantrip for you than Eldritch Blast. Less damage, but it contributes to your whole debuffing/control gimmick, in particular letting you impose disadvantage on an enemy that saved against one of your fear AOEs while still positioning yourself to impose your aura on those that failed. Plus it just fits thematically into your whole 'browbeat the enemies into submission' routine.

Bardic Inspiration, even as just a plain d6 roll, is a fantastic use of your bonus action, and with your high Cha you'll get plenty of uses of it. Honestly, Bardic inspiration might be the biggest gain here, it really expands and accentuates the battlefield commander role that many Conquerors take on. As with Vicious Mockery, Bardic Inspiration has a good range, allowing you to lock down a crowd of enemies with Fear and Aura of Conquest, while still handing out buffs to party members who prefer to maintain a safe distance, and as a result miss out on your Aura of Protection.

As an added bonus, multiclassing into Bard lets you grab a skill of your choice, which can help round out your non-combat abilities. A Bard dip should probably be one level or nothing, as the second level features, while fluffy, don't add all that much. Longer divergences into bard are certainly viable, but again this post is only looking at 1 to 2 level dips which won't dramatically compromise your Conquest progression.

PROs:

Viscious Mockery is a fantastic fallback ranged cantrip
Bardic Inspiration is a fantastic bonus action
Free skill proficiency


CONs (apart from delayed Conquest progression):

no Shield
no Booming Blade


If you're dipping bard, I'd just do one level, and I'd probably wait until after you've grabbed Aura of Conquest at paladin 7, though honestly it can slot in at any level after first reasonably well.

..........................

A Word on Double Dipping

If I think a Conqueror can reasonably manage a two level dip, and single level dips of Hexblade, Fighter, and Bard are all viable, then what about a double dip, with one level each of any two of the above?

Honestly, I think that could work out pretty well, on par with a two level hexblade or fighter dip, and paced about the sam. Of the various double dip options, I think one level of fighter plus one level of either bard or hexblade works out the best, as there's a bit of redundancy between bard and hexblade (curse & inspiration competing for bonus actions, blast and mockery competing for ranged fallback). I would personally pace it with the fighter dip at level one for con proficiency and the second dip after Fear at paladin 9. So something like Fighter 1/Paladin 9/Hexblade-or-Bard 1/Paladin+8.

............................

That's kind of it for the dips I think are good. Since I banged on about Constitution saves a bunch, Barbarian might be worth bringing up just to mention how terrible it is. Unlike other paladins, you actually cast and concentrate on spells. Like, all the time. So raging is no good for you. Forcing you into medium armor if you want to get con save proficiency out of it is just insult to injury.

Sorcerer is perhaps an even more surprisingly terrible dip for Conquest Paladins. Oh, it's perfectly viable as a more extended multiclass. If you're going to take at least 3 levels of it, then booming blade, any ranged damage cantrip, shield, and metamagic together make for a great package. But at that point you've invested heavily enough in your secondary class that your primary Conquest abilities have been pretty significantly set back. A first level dip might at first seem viable for Booming Blade, Shield, and Constitution Save proficiency, but that puts you in medium armor with borderline unusable melee attacks. You could dip a level into hexblade as well to fix the attack stat issue, but hexblade already gives you booming blade and shield, plus a better ranged attack cantrip than sorcerer offers, so what are you getting from the sorcerer/hexblade double dip that a fighter/hexblade double dip wouldn't be doing even better?

Again, Sorcerer is a fine multiclass option for Conquerors, if not quite as good as it is for other paladins, but imo it's just not a good option for dipping.

Divination wizard might also be worth mentioning just because of how good the level 2 feature is from divination, especially for a character who really appreciates the ability to force enemies to roll poorly on their saves. But good as the ability is, it's kind of situational - you might not roll usable portents on the days you really need them - so it isn't really good enough to justify the two level dip & a 13 in your dumpiest dump stat. That said, if you really want a familiar for narrative reasons but don't want to burn an ASI on magic initiate, a wizard dip is your only published option, and a two level dip into divination won't be completely useless to your primary combat strategy.


@Malisteen

I see you have had your fair share of playtime with Conquest, so I 'm looking forward to some advice.
In the following months I should be creating a new character, retiring the old one, so I will be starting from level 8, maybe 9..

I 've read trough the whole thread and came to understand that dips delay a lot for conquest paladin.
In a great scheme of things how do you view the following:

1.lvl 1 fighter dip for CON prof, 8th lvls of Conquest for ASI and max CHA, 9th lvl Hexblade dip, wearing medium armor for flavour.

2. either fighter or hexblade only dip

Long story short, are two 1 level dips, going to break conquest, would you do it with your character or do you prefer playing it pure or maaaaybe with 1 lvl dip max? Would you do something different if you had the chance to start over your conquest paladin?

Since D&D ain't that popular in my country and we don't have AL,we have to plan accordingly :P

Sception
2018-06-01, 06:24 PM
Long story short, are two 1 level dips, going to break conquest, would you do it with your character or do you prefer playing it pure or maaaaybe with 1 lvl dip max? Would you do something different if you had the chance to start over your conquest paladin?

No, two levels of dipping will not break conquest, though any more then that I would consider to be an 'extended multiclass'. To be clear, extended multiclass builds are perfectly viable using conquest paladin. There's a lot more noticeable trade-offs than with other paladin oaths multiclassing, but as long as your build eventually gets aura of conquest and the fear spell, you'll be fine long term.

Fighter one... I mean, you do eventually want that con save proficiency, and an extra fighting style isn't going to hurt either. At the same time, though, if you're taking the warlock dip, you'll eventually want War Caster regardless, and once you get warcaster (level 12 if not before), you might eventually find proficiency on top of advantage and aura of protection might be a bit overkill. So in the long run, it might not be needed, and it does delay things, but it's not invalid.

The build you're proposing is one I've looked at, and might eventually come back to play, though to date I've always passed on it in favor of either pure conquerors or, more frequently, conquerors with that single level hexblade dip.

If you do go for the one level dip, I don't think there's a 'best level' to take it at. 2, 8, 10, and 13 (soonest while keeping heavy armor, after second asi, after fear, after third asi) look and feel best to me. In particular, I've played with the dip at level 2 and level 10 myself, and both felt fine.

Even hexblade at level one can work, but imo only for half elves, who have the abundant racial stat bonuses to handle both medium armor and 13 strength without too much difficulty while still maximizing charisma. You do have to drop to a +2 con mod, but it can work, and it's very stylish. I've done that myself, but that was also on a character who intended to take more hexblade at higher levels. Half-shadar-kai Hexblade 1, Conqueror 8, Hexblade +11, aiming for Hexblade 12, Conqueror 8. Sadly, that game didn't run long enough to get him back into hexblade, so I don't know how that would have worked out for him.


To be clear, the "best" conquest paladin is probably the single classed version, but your build should work just fine in practice, especially from level 11 onward, and I'd be curious to hear how it goes.

BrusLi
2018-06-02, 06:25 AM
To be clear, the "best" conquest paladin is probably the single classed version, but your build should work just fine in practice, especially from level 11 onward, and I'd be curious to hear how it goes.

There are certain things I know for sure atm, I will be playing dragonborn and I will roll for stats.

Because of the flavor, I won't be taking hexblade, even though it's mechanically strong,SAD etc.

It goes against how I envisioned my character as huge, menacing dragonborn that is very strong but overall with big heart.

I can see that having prof in CON from fighter 1 being strong boon for conquest, leaving the ASI at 13 for something else like, sentinel,str or shield master and maybe that small dip ain't that bad for giving up on "potential" godlike capstone.

I guess it all goes down to how patient I am. Being naturally inclined towards optimization, we want everything NOW, more power, more this or that. Taking dips in this or that, offers some of the things much earlier rather than later, usually with a sacrifice.
That being said, in the end I might end up rolling pure conquest and perhaps take resilient CON on 12lvl, Sentinel on 16lvl and maxing STR on 19lvl.

At least that's my opinion for now, it may change once I research more..and who knows.. maybe i end up with conquest 12/ X class 8 XD

Sception
2018-06-02, 08:05 AM
If not dipping hex, two levels of fighter is a strong option. Action surge is great, in particular allowung you to cast fear, and then wrathful smite if something passed its save all in the same turn.

BrusLi
2018-06-02, 08:44 AM
If not dipping hex, two levels of fighter is a strong option. Action surge is great, in particular allowung you to cast fear, and then wrathful smite if something passed its save all in the same turn.

Indeed, that sounds potent. But the question is, Is it really necessary? Imagine upon reaching level 20 (which happens rarely), Damn, having that capstone would be fun!

And I know, the same thing could be said for life as well, enjoy and live in the now, instead of waiting to become enjoyable and fun later, since later may not come.(campaigns end and once they reach 20th lvl, that's it, finito) XD

That's the only reason why dipping sounds alluring, it brings fun and happiness to NOW :D

MeeposFire
2018-06-02, 08:43 PM
If not dipping hex, two levels of fighter is a strong option. Action surge is great, in particular allowung you to cast fear, and then wrathful smite if something passed its save all in the same turn.

Is wrathful smite a bonus action spell? If so and if fear is a leveld spell then you cannot do both in the same round with action surge. You could use two action based spells but once you use a bonus action spell none of the other spells can have a level.

Sception
2018-06-03, 06:48 AM
Bsh, you're right. Ugh that restriction is dumb and terrible. Wrll, you can use uoir channel divinity, i guess.

Coranhann
2018-06-05, 09:05 AM
Hello everyone,

Wanted to play a conquest paladin for a while, and I'm finally getting the chance.

This guide has been super helpful, and i wanted to contribute one thing :

The 2nd level in hexblade brings one huge things through invocations : grasp of hadar is an invocation from XGTE that allow you to pull the targets of your EB 10" closer to you.

Meaning that you can effectively control a baddy even if decide yo ignore you by frightening him and then moving him within your aura. And control is a huge part of the conquest contribution to the group.
Works specially well if you are using the sentinel feat.

I think it is worth mentioning.

Iron Frog
2018-06-07, 08:32 PM
Hello everyone,

Wanted to play a conquest paladin for a while, and I'm finally getting the chance.

This guide has been super helpful, and i wanted to contribute one thing :

The 2nd level in hexblade brings one huge things through invocations : grasp of hadar is an invocation from XGTE that allow you to pull the targets of your EB 10" closer to you.

Meaning that you can effectively control a baddy even if decide yo ignore you by frightening him and then moving him within your aura. And control is a huge part of the conquest contribution to the group.

I think it is worth mentioning.

Worthy indeed.

Control-wise, which other invocations could help?

BrusLi
2018-06-19, 05:08 PM
I just realized one major flaw of the conquest...

Even though the creatures are unable to move and frightened of you and have bunch of disadvantages.. they can still take dodge action to ruin your day @_@

Davrix
2018-06-19, 08:56 PM
I just realized one major flaw of the conquest...

Even though the creatures are unable to move and frightened of you and have bunch of disadvantages.. they can still take dodge action to ruin your day @_@


I've gotten a revamped moment on my old pure conquest character and have decided to go the Shadow Sorc method.

I have done a lot of thinking but as so many have said Conquest is about control and I want to keep that theme. Hexblade is more smashy and durability with the hex curse and the Shield spell. Conquest is already a slightly dark path for a paladin and while the above dragobon paladin mentioned has a big heart thats all fine. But to your enemies the only thing they should see is the deepest pits of the Nine Hells in your eyes.

As the guide recommends dipping 4 levels of Shadow sorc, while knee-capping end game perks like your 30ft aura and the lv 20 capstone. You get so much more.

120ft Darkvision is really good (especially if dragonborn)
The Char save to have the chance you don't fall unconscious. (offers more endurance)
Meta-magic and Cantrips
- Booming blade
- Twinned spell
- Quickened spell
The ability to create more spell slots for extra smites plus you can take Shield & absorb elements on top of fun things like mirror image, alter self or misty step.

I'm lucky enough to be at the point where I can go Conquest 8 and Sorc 3 (you can live without fear for a level or two when your spreading around booming blade or using Lighting lure to yank things towards you.)

The key here though is twinning Booming blade with a wrathful smite. This combo is great and even when you run into those fights where fear is immune you have some really good battle control tools to make sure enemies don't move as you wish. And if you can a reach weapon with the Sentinel feat (PAM not needed) and you have a very battlefield heavy control tank.

ZenBear
2018-06-20, 05:21 PM
Thanks for the awesome guide! You inspired me to make a high-power NPC in my campaign. I'm using the map of Westeros and I'm making the lord of the Dreadfort a Dragonborn Conqueror now. Perfect!

Davrix
2018-06-20, 07:21 PM
Thanks for the awesome guide! You inspired me to make a high-power NPC in my campaign. I'm using the map of Westeros and I'm making the lord of the Dreadfort a Dragonborn Conqueror now. Perfect!


This is the case where a 2 lv dip into Hexblade would be hella fun. Give him pact of the tome to steal booming or green flame bade, the find familiar spell for spying and take the Invocation where you never have to sleep.

Total intimidation factor

What do you mean the leader of the Dreadfort never sleeps?

Speely
2018-06-20, 07:26 PM
I just want to say that this is an amazing guide. I sort of shrugged off Conquest on paper, but now It's literally my favorite Paladin subclass, and if I ever feel like playing a total a**hole, this will be my first choice.

Wildarm
2018-06-26, 01:50 PM
Really love this thread. Had not given much thought to the Oath of Conquest Path but I am now for my next character.

Liking the Hexblade dip(@Lv2) to get help with MAD of a typical Pally.

Still on the fence for 3 different builds all with the same level path in mind Conquest 9/Hexblade 1. Conquest Paladins key feature comes online so late that I'm struggling to pick a path. Anything that I feel would provide some flexibility(feats or multiclass) just delays those key Conquest 7/9 levels.

Here are 3 builds I'm looking at. All likely Sword/Board

V Human - Bonus Feat(?) + 2 ASI - 15/8/15/8/10/20
Half Elf - Elf Accur. + 1ASI - 13/14/15/8/8/20
Fallen Aasimar - Menacing + 1 ASI - 15/8/14/8/12/20

Questions:

For the Human, I'm having a hard time choosing a feat. Heavy Armor Master is my first choice for true tankiness. Was planning on taking Resilent Con at Lv13 but perhaps Warcaster at Lv1 is a better choice? Finding the 1h Pact Blade hampers my choices somewhat as I would probably pick PAM or Sentinel. Any other suggestions for the human bonus feat here? Shield Mastery no long works as well with recent bonus action order rulings right?

I like the half elf build as it feels more robust. Low initiative and bad dex saves can be troublesome. My question is how often I would actually get getting advantage on attacks to make use of Elven Accuracy. My plan was to use Fear, knock prone and aura lockdown the BBEG applying damage over time + smites via crit fishing with Hex + Elven Accuracy. With a low strength can I really expect to knock that many foes prone? I'm having difficulty envisioning how to do a non-STR/DEX based knockdown without going Hexblade5(Eldritch smite). Maybe folks who have played a bit more with medium armor Conquest Paladins can fill me in on the better mechanics to use? All of them seem to involve yet more feats that the build is already starved for or more multiclass levels. I just can't see any reasonable way to get something useful online before Lv10.

For Fallen Aasimar I mainly love the flavor of the build. Menacing just meshes so well with the grim warrior who has turned his back on his heritage. An aasimar who has turned his back those cruel puppet masters of the planes. He wants to drive out all extra-planar interference from the prime material plane. He verbally browbeats enemies causing them to lose faith in themselves and their gods. That aside, is menacing that useful in actual combat to be worth it? It's a continuously available source of fear saving you uses of wrathful smite or Channel Divinity. You have to give up half your damage output and it is only effective against humanoids.

The odds look very good(75%+ for vast majority of enemies) for able being to get menacing to land and for you to sustain it is almost guaranteed once they are frightened of you. Do you just keeping spending attacks to put the fear in the worst threat each turn locking them in place but out of range of you? If anyone has a real combat example of how menacing can work please let me know. Seems like it is only really effective against melee only humanoids.

Sception
2018-06-27, 01:07 PM
War Caster is not a valid human bonus feat for a first level paladin, because of the prerequisite to actually be a spellcaster, which a paladin isn't at first level. You can do it if you start with hexblade at first level, but then you're stuck in medium armor, which means lower AC long term - not by much, but every little bit counts for a tank - and means a more difficult ability spread if you're going points-buy, since 13 strength 14 dex costs more than 15 strength, no dex. Basically, it's going to be the difference between a starting +3 con mod and a starting +2 con mod.

You can make it work, but it's a bit awkward, and it will cost you both AC and HP in the long run. Not a ton, but a noticeable amount.

Alternative bonus feats to consider at first level might include heavy armor master (really fantastic if you're playing the character up from level one), resilient [constitution] (it's something most conquerors would eventually want anyway, though those that take warcaster to get full utility out of a hexblade dip generally skip it), and sentinel.

Regarding Sentinel - I don't think it's been talked about too much in this thread, but sentinel can seem somewhat redundant for a Conqueror once you get your aura, and the speed-cancelling opportunity attacks aspect kind of is. However, the ability to punish enemies who hit your allies with a reaction attack is VERY good for conquerors, as your allies will often want to be clustered right in with you and the monsters trapped in your aura, either because those allies themselves are melee-based or because they just want to take advantage of your aura of protection. Either way, in that case even immobilized enemies will still be able to attack your friends, albeit with disadvantage, and will generally prefer to do so because of your high AC, so... yeah, being able to punish that behavior is a valuable tool.

...

But none of those other feat options really matter, imo, because you mentioned Menacing in the aasimar build. If your DM allows menacing, and there's frankly good reason not to, but IF they allow menacing, then take menacing. Take it as your bonus feat if vuman, and use the stat boost to start with 16s in strength, con, and cha at level 1. Take it as your first ASI if not human. Take it no matter what your race or build is otherwise. Take it instead of elven accuracy in the half elf build. Elven accuracy is good for a conqueror (and you'd get plenty of advantage to use it with after level seven via knocking frightened enemies prone in your aura), but Menacing is far and away the better charisma boosting half-feat for conquerors of any race if it's available.

An at-will, no-resource, no-concentration, check-resisted source of frighten is absolute gold, even if it only affects a single target and only lasts a single round. It doesn't beat out Fear as a combat opener against hoards, but it will often be better than the already-great wrathful smite against single targets, as it's harder to resist, doesn't burn your concentration, doesn't take a spell slot, and doesn't take a bonus action. Not taking a bonus action lets you use it in the same turn as you cast spiritual weapon, or as a hexblade dip you can use it in the same turn as casting Hex (potentially imposing disadvantage on that first check to resist being menaced even before they're frightened) or using hexblade's curse.

Again, there are reasons not to allow it. It can be awkward to role play, it gets incredibly repetitive, it can drag out fights by simultaneously locking down an enemy and halving your round-by-round damage output at the same time, and it's almost impossible for the DM to play around without resorting to monsters with outright fear immunity, since strong saving throws and even limited use auto-save abilities on legendary monsters have no effect by the RAW (as a DM I personally would have legendary resistance type abilities work on check-to-resist abilities like menacing or shove as well, but that isn't the RAW of it). And the designers seem to have deliberately scrapped the entire concept of skill-feats in general.

So yeah, there are reasons not to allow it, and if it wasn't allowed a half elf would still do very well with elven accuracy (again, use prone to create advantage, and the hexblade dip for the expanded crit range from hexblade's curse stacks wonderfully here). A human would still do great with heavy armor master, resilient con, or sentinel. It's a shame there's no good officially published charisma half-feat for fallen aasimar, but you can use the +2 racial there to start with a 14 pre-racial charisma, and use the spare points to shore up your other stats a bit. Any of these conquerors would work absolutely fantastically in a game without Menacing.

But in a game with Menacing? You take it.

Wildarm
2018-06-28, 11:58 AM
Thanks for the detailed response! Will have to look into menacing more it seems. I had forgotten the fact that you can hex someone first and give them disadvantage on the initial menacing check. Brings your chance of success closer to 90%. Good point about the legendary resistance not applying as well. Of course that frightened ancient dragon just found it's primary breath weapon target. :(

Been thinking of getting a 2nd level of warlock just to get Mask of Many Faces. RP wise it would be the forging a hexblade pact saved his life when the gods abandoned him on the battlefield. He is always wearing a handsome false image of his former himself but drops illusion in battle to reveal his true horrific visage(think Two Face ugly).

If going 2 levels of warlock, any suggestions for cantrips, spells and invocations for a build with menacing but no warcaster(at least not till much later)?

Cantrips:

Working on the assumption that GFB and BB don't synergize well with someone using Menacing frequently.

Blade Ward perhaps? Assuming you have an opponent locked down with a longer duration fear effect it could help with tanking.

Create Bonfire to get more battlefield control? Could potentially throw it on a frightened prone opponent locked in your aura as well. Takes concentration though.

1st Level spells:

Hex + Charm Person + Expedious Retreat.

Warlock spell list is pretty limited. Any spell I'm overlooking which would fit well with a conqueror build?

Invocations:

MoMF as mentioned + Agonizing blast or would Grasp of Hadar be better. Being able to peel opponents off your allies or drag them into your aura could be handy but +CHA on multiple blasts is so nice.

Also wanted to get build thoughts on going a 3rd level of Warlock and picking up Pact of the blade to use with these UA invocations:

Claw of Acamar

Prerequisite: The Great Old One patron, Pact of the Blade feature

You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

GOO instead of Hexblade would make you MAD again but give you a one handed reach weapon pact weapon that can lock down opponents who are immune to fear. Have to burn spell slots to do it though. Stacks with smites so it gives some potentially big burst damage.

Curse Bringer
(Unearthed Arcana)

Prerequisite: The Hexblade patron, Pact of the Blade feature

You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.

Similar to the other invocation but back to SAD again and going the GWM route for Conquest. Can double up on smite bursts again, keep fear immune enemies prone plus get some hex curse action economy.

Comments on either are welcome!


War Caster is not a valid human bonus feat for a first level paladin, because of the prerequisite to actually be a spellcaster, which a paladin isn't at first level. You can do it if you start with hexblade at first level, but then you're stuck in medium armor, which means lower AC long term - not by much, but every little bit counts for a tank - and means a more difficult ability spread if you're going points-buy, since 13 strength 14 dex costs more than 15 strength, no dex. Basically, it's going to be the difference between a starting +3 con mod and a starting +2 con mod.

You can make it work, but it's a bit awkward, and it will cost you both AC and HP in the long run. Not a ton, but a noticeable amount.

Alternative bonus feats to consider at first level might include heavy armor master (really fantastic if you're playing the character up from level one), resilient [constitution] (it's something most conquerors would eventually want anyway, though those that take warcaster to get full utility out of a hexblade dip generally skip it), and sentinel.

Regarding Sentinel - I don't think it's been talked about too much in this thread, but sentinel can seem somewhat redundant for a Conqueror once you get your aura, and the speed-cancelling opportunity attacks aspect kind of is. However, the ability to punish enemies who hit your allies with a reaction attack is VERY good for conquerors, as your allies will often want to be clustered right in with you and the monsters trapped in your aura, either because those allies themselves are melee-based or because they just want to take advantage of your aura of protection. Either way, in that case even immobilized enemies will still be able to attack your friends, albeit with disadvantage, and will generally prefer to do so because of your high AC, so... yeah, being able to punish that behavior is a valuable tool.

...

But none of those other feat options really matter, imo, because you mentioned Menacing in the aasimar build. If your DM allows menacing, and there's frankly good reason not to, but IF they allow menacing, then take menacing. Take it as your bonus feat if vuman, and use the stat boost to start with 16s in strength, con, and cha at level 1. Take it as your first ASI if not human. Take it no matter what your race or build is otherwise. Take it instead of elven accuracy in the half elf build. Elven accuracy is good for a conqueror (and you'd get plenty of advantage to use it with after level seven via knocking frightened enemies prone in your aura), but Menacing is far and away the better charisma boosting half-feat for conquerors of any race if it's available.

An at-will, no-resource, no-concentration, check-resisted source of frighten is absolute gold, even if it only affects a single target and only lasts a single round. It doesn't beat out Fear as a combat opener against hoards, but it will often be better than the already-great wrathful smite against single targets, as it's harder to resist, doesn't burn your concentration, doesn't take a spell slot, and doesn't take a bonus action. Not taking a bonus action lets you use it in the same turn as you cast spiritual weapon, or as a hexblade dip you can use it in the same turn as casting Hex (potentially imposing disadvantage on that first check to resist being menaced even before they're frightened) or using hexblade's curse.

Again, there are reasons not to allow it. It can be awkward to role play, it gets incredibly repetitive, it can drag out fights by simultaneously locking down an enemy and halving your round-by-round damage output at the same time, and it's almost impossible for the DM to play around without resorting to monsters with outright fear immunity, since strong saving throws and even limited use auto-save abilities on legendary monsters have no effect by the RAW (as a DM I personally would have legendary resistance type abilities work on check-to-resist abilities like menacing or shove as well, but that isn't the RAW of it). And the designers seem to have deliberately scrapped the entire concept of skill-feats in general.

So yeah, there are reasons not to allow it, and if it wasn't allowed a half elf would still do very well with elven accuracy (again, use prone to create advantage, and the hexblade dip for the expanded crit range from hexblade's curse stacks wonderfully here). A human would still do great with heavy armor master, resilient con, or sentinel. It's a shame there's no good officially published charisma half-feat for fallen aasimar, but you can use the +2 racial there to start with a 14 pre-racial charisma, and use the spare points to shore up your other stats a bit. Any of these conquerors would work absolutely fantastically in a game without Menacing.

But in a game with Menacing? You take it.

Sception
2018-06-28, 10:06 PM
I'll post a longer eply tomorrow, but I'd take booming blade as a cantrip. Not too useful at first, no, but becomes more relevant as an opportunity attack after you eventually puck up warcaster.

Wildarm
2018-07-04, 12:22 PM
OK, Have a build in mind for Conquest8/Warlock5(GOO + Pact of Blade) - Continue on in Conquest

Would likely go Conquest1/Warlock5 before starting the remaining Conquest Progression. Booming Blade/Thirsting Blade on a reach weapon should keep my DPS pretty reasonable till extra attack comes online from Conquest levels.

V Human 16/8/14/10/8/16 Starting Stats

Feats: Sentinel(Lv1) + Warcaster + ASI x2

Cantrips: Booming Blade, Eldritch Blast, Minor Illusion
Spells: Hex, Mirror Image, Hypnotic Pattern, Fear, Counterspell, Fly
Invocations: Agonizing Blast, Grasp of Hadar, Claw of Acamar

My question is the build trying to do too much at once compared to a standard Conquest13/Hexblade1. My melee to hit and damage is reduced by 2(MAD) and auras and spell DC lags by 1 for 2 levels. What you get is a fairly unique reach weapon early on which is ideal for smiting and control, you can pretty much open with Fear or Hypnotic Pattern every battle with warlock slots plus more spell options for control/tanking/utility.

Basically the lockdown aura of the conquest pally comes online much later but I think this build makes you a much better controlling tank from the start. Is the conquest lockdown that effective every battle to warrant bee lining for Conquest7 ASAP? The zone of control you have with reach + booming blade, the claw movement stopage, grasp of hadar and sentinel and 21+ AC + Shield Spell seems quite good. Maybe sacrifice ASI progression to rush to Conquest7/Warlock3? Hurts to be 1 level short on both classes for so long.

Speely
2018-07-04, 01:02 PM
Making a Conquest Paladin for an upcoming campaign because of this excellent guide.

Gonna beeline to level 8 because the level 7 aura is just too good, then ASI. After that I might dip Hexblade to boost my damage, and if I do, I will take that to 12 for Lifedrinker because that's really handy vs high-level enemies. Basically an Elric variation here.

Zariel tiefling for +2 Cha, +1 Str. Half-Elf is "better," but I like the tiefling for for RP reasons (has something to prove in a big way.) Maxing Charisma ASAP, as I am planning on using fear as much as possible, as I am less concerned with damage at lower/mid levels than I am with tanking, namely via potent auras/fear. Hoping to get max Cha early so I can take Menacing sooner than later. After 8, I can up my damage via Hexblade if I feel it's lacking, since that's about when enemies seem to start getting (way) harder to kill.

Sword and Shield for better AC and good magic item choices.

I want to grab Inspiring Leader as well. This is SUCH a Conquest Paladin feat, and lets me pre-tank a bit. By the time I get it, I will likely be at 10+, so that's 15+ temp hp to all allies per short rest.

I always play nice characters. I am psyched to play an a-hole who believes they are the only correct answer to every injustice, and who has no mercy. In order to feel a bit less dirty, I am going to be extra helpful and charitable to the poor/helpless/selfless.

nmitchell890
2018-07-08, 11:39 AM
My friend and I have decided to be a tanking duo in Adventure League. He is playing the Ancestral Guardians Barbarian and I (ever the gish lover) have chosen to play the Oath of Conquest Paladin. There are a couple of things I'm debating however.

I have two builds in mind; Half Elf Paladin (Oath of Conquest) X or V. Human Paladin (Oath of Conquest) X-2/Warlock (Hexblade) 2. V. Human takes Resilient: Con and their invocations would be Agonising Blast and Devil's Sight, I would take the Warlock levels at character levels 3 and 4. Obviously no Booming Blade from Warlock in a PHB +1 format where I'm already using Xanathar's. The question is, which am I better off with in Adventure League? I'm kinda leaning towards the Half Elf build at the moment but I'm not 100% sure yet.

Rp4man
2018-07-14, 10:22 PM
So I've put a lot of thought into this.

I see 5 priorities I want to get out of this

1 boost up charima for DC
2 increase concentration saves
3 knock enemies prone
4 find as many ways to apply frighten
5 damage

Obviously priority number 1 is the most important

But what is next? 2 3 or 4?
I need 2 asi to get char to 20
And prone trap is one of the best ways to play this build. To me, this builds all about control in prone trap is the most unique thing about this build and I would like to capitalize on it.

Anyways focusing on control. which of these three feet seems like it would be better. Shild master, prodigy athletics, or resiliency con.

First shield master. it uses a bonus action so you can't use the prone on the same turn as wrathful smite. You also can't use it on the same turn as fear because fear is a spell cast action. But it's so sexy.

Second prodigy, seems strong to me but I'm really only doing it for the expertise so I can use one of my attack actions to shove if my wrathful Smite is successful, feels like I'm wasting the most of the feat. Also is it overkill? If they are frightened they have disadvantage on the check.

Last is resiliency con. With a plus 5 aura by 8 I can get con to 16 with or without the feat. Spend the asi elsewhere in the build. (Like maybe make something a 10 instead of an 8) this would have centrally make it so that only a two or one fails a con save. Is it important enough to make of that Zero by taking resiliency con? Or am I wasting this because anything beyond +2 procifiency is not as beneficial.


Attacking is secondary as others will do more damage. I want to knock as many prone as possible to help increase there damage as a form of tanking.

The way I would play it is i would either draw a longsword or whip depending whether your fear is successful or not.

Lastly as a side note looking at the level 2 spells one of them is command. My thought for the spell would be to use the command "panick" or "cower". Thoughts on this? Could you prepare or would just wrathful Smite be better in all cases

nurshin1
2018-07-15, 04:30 AM
Legimus, thank you for your guide, it definitely helped me a lot to understand conquest paladin much better!
I have a question: Is making a tortle-conquest paladin with a one-level-dip into Hexblade viable?
In my opinion, this would make the character only rely on maxed-out CHA (as a Hexblade you will use that instead of STR, if I get that correctly) and taking other ASI into CON or get feats.

Corran
2018-07-20, 02:20 PM
This is a great guide! Very good and in depth analysis. Well done!

Let me make a few points:

1) I think a S&B setup is more optimal than a heavy polearm setup for its reach.
One of the limitations of the aura of conquest is its small radius of 10 feet (that is of course until you reach level 18 when the radius augments to 30 feet, but lets assume a conquest paladin of a lower level than 18 for now). Now, at the start of most combat, the position you will aim to assume, will be determined by the need to include as many enemies as you can, that you will hit with either fear or conquering presence, who are also inside this 10 feet radius (and by the need to avoid hitting friendlies in the case of fear, so this can narrow down even more the squres you will want to move into). That means, that in all likelihood, you can expect to find yourself taking the position adjacent to at least one of the enemies most of the time (because it is more important to try and immobilize more enemies than avoiding being targeted by an enemy that will most likely attack with disadvantage. Moreover, being attacked with disadvantage, works better for you the higher your AC is (on the average case scenario, or rather, except for marginal cases when the chances of being hit in the first time, ie as if the enemy didn't suffer disadvantage, were either too high or too low, which with bounded accuracy it happens extremely rarely). Additionally, you cannot reasonably expect to frighten and immobilize all the enemies, so you can always expect to be on the receiving end of some attacks, which wont suffer disadvantage (especially if the enemies are intelligent and realize that by breaking your concentration they can free up their immobilized allies). But this is mostly good as you want to tank. Though losing concentration on fear would be a huge blow. AC plays a part in keeping concentration up, ie the higher it is the more attacks it blocks the less concentration checks you have to roll to avoid losing concentration. Packing a polearm is useful, and at sometimes, it might be useful to use its reach, even if that means having to spend one round to don off the shield (but most likely, these will be just battles already decided due to successfully locking down the enemies). But in the vast majority of combats, I see the extra AC gained by packing a shield to be a lot more useful than having reach. When you hit level 18 of course, and the radius of the aura of conquest expands to 30 feet, then the reach of a heavy polearm becomes just as good, if not straight better for the reasons you mentioned.


2) Boosting your concentration is as, if not more important than boosting charisma.
At level 9 when you will gain access to the fear spell, and assuming a 20 in charisma and a 14 in constitution, you concentration checks will be at a +7. Now, assuming always a DC 10, which of course wont always be the case, you initial chances of keeping concentration after every hit would be: 85% after the 1st hit, 72.25% after the 2nd hit, 61.41% after the 3rd hit, and it will keep dropping. With that focus in frightening enemies, and with the fear spell being one of the best ways to handle this strategy, keeping concentration on it is extremely vital. Of course, with a very good AC, say 21, and with many of the incoming attacks suffering disadvantage, you wont be hit all that often. But you will still get hit enough to put your chances of keeping concentration at risk. In order to avoid that, I think resilient con becomes mandatory, and more specifically it has to be taken at the latest before you hit 9th level and you get fear. This will bring your concentration checks to autosave territory, at least as far as the majority of them are concerned. The fact that it boosts the constitution save, which is the most targeted in the game and with the effects that target it being among the deadliest in the game, along with the +1 bonus to constitution, makes it... I dunno, even more mandatory I guess. Though even if it was only for the concentration boost, I would still consider it mandatory (same goes for warcaster if you plan on multiclassing to a caster and aiming at a S&B build at the same time, so in this case warcaster would replace resilient con).

3) Multiclassing sorcerer
This is not the primary focus of the guide, but since you have a small section about it under multiclassing, I felt the need to provide some feedback. Twinned has little to no value. Twinning BB is only really good for skirmishers, and even for them, only under certain circumstances and not always. But besides that, you don't have even enough sp to hope to rely to sth like this, and generally it is not worth it. Instead include careful spell, as it has amazing synergy with the fear spell which you will want to often to use. Making you not care if you catch allies with your fear spell (due to careful), will allow targeting extra enemies (especially when initiative wont treat you well). Besides, web works well with careful, and web is an amazing spell for anyone who can inflict fright reliably. Cause they will have to roll the check to escape the web with disadvantage. And you can even cast it in the same round when you use your conquering presence (via quickening it). Moreover web can act kind as a substitute (to a lesser extend, as there is no oath aura that synergizes with it) for when you fight enemies with immunity to fear. One more thing that can play well with your fear powers and your aura of conquest, is the cantrip lightning lure. Quicken fear and cast it to draw a frigtenend enemy inside your aura of conquest. Or use it to draw someone into your web. Last but not least, another big benefit of this multiclass, is that it expedites your spell slot progression, and this plays very well with your armor of agathys spell (though this last thing holds true for bards and for the other non cha-based full casters).


This is probably asking a lot, but could you make a list of all/most fear immune enemies? This
(http://www.giantitp.com/forums/showthread.php?499901-5e-MM-Condition-Immunities) old thread shows that there is roughly a 10% of the monsters in MM that are immune to being frightened, but I was wondering if we could have a list of them. So if they can be reasonably grouped, we could then try to set up reliable back up tactics (and thus aiming at character building accordingly) for when fighting anything from that list. No pressure...!

Well done on making this guide once again.

Edit: Btw, I just realized how important aura of courage is for this oath in particular. And you only get it one level after you get fear. Basically, aura of courage pretty much singlehandedly solves the ''friendly fire'' problem of fear. It's like a cost-free careful spell on steroids! This alone makes the sorcerer dip a lot less appealing than what I first thought. Also, lowers the need for a good initiative somewhat, in the hope to cast a fear before my silly allies get in the way. And being only one level away from getting fear, I cannot think of an optimized conquest paladin mc build that focuses on lockdown without at least 10 paladin levels. Heh, I am slowly making progress...:smallsmile:

Edit2:


But before that, a word on Concentration. As I've gained more experience playing Conquerors, this issue keeps coming up. Especially after you pick up Fear at level nine. Almost all frighten effects are concentration based, including the two very best sources of frighten for conquest paladins: the spells Wrathful Smite and Fear. These are the best because of the mechanics for shaking them. If a target fails the initial save, Wrathful Smite only lets the target break free with Wisdom checks, which will be made at disadvantage due to the frighten condition itself, making it very difficult to escape - unless you fail your concentration. Fear is even more extreme. Targets that fail the initial save can only attempt another if they break line of sight to you, which will typically be impossible for them to do while you have them trapped in your aura of conquest, so targets that fail the initial save cannot escape at all - again unless you fail your concentration.

The risk of failed concentration checks is your primary tool for motivating enemies trapped in your aura to attack you instead of your allies, but while you want to dangle that hope in front of your enemies, you do not ever actually want to fail these saves. Nothing is worse than losing control of three or more enemies that you just locked down because you flubbed a concentration save.

Con 14 to 16 and Cha 20 with aura of protection gives you a decent con save by default, but this is not good enough given the overwhelming importance of maintaining your frighten effects on enemies. IMO shoring up your concentration saves is almost as critical as raising your spell DCs, to the point that "typical", single-classed Oath of Conquest paladins should consider Resilient: Constitution to be a near mandatory feat at level 12. Level 16 at the latest if you haven't picked up a magic weapon with a to-hit bonus by level 12 and find your melee attacks missing a bit too often to tolerate.

IMO, resilient Con is the ONLY feat that I would rate gold for this build. Even Sentinel, amazing as it is, should probably take a back seat.
I put in red the part I disagree. I think that the latest by 8th level you must have resilient con (or warcaster if planning to multiclass to a caster and also planning to play S&B, though getting warcaster becomes a bit tricky and I have not worked it in depth in my mind. Other than that.... exactly, completely agree, 100%!

Degwerks
2018-07-23, 07:36 AM
I've currently have a 14 Hexblade/ 6 vengeance pally and I am thinking of asking my DM for a change of levels and oath. I want to take Conquest and see if he'll let me also trade warlock levels for more Paladin. Not sure how many more levels in conquest I should go for.

ToastyTobasco
2018-07-23, 01:59 PM
I'm having a bit of a hard time deciding my build for my Conquest Pally for my Curse of Strahd game. (Level 10 cap, I believe)

We have the PHB and Xanathars available as our books. I want to play Variant Human and my hangup is stats vs feats with this subclass:

Stats are: 14, 10, 14, 8, 10, 15 and the Racial points going into Cha and Str, I guess. Cant get a 16 in two stats without a half feat. (I have only ever played SAD classes, wow this is annoying)

The Feat choices I've narrowed down are Sentinel, Shield Master, Magic Initiate and Resilient: CON

If I need to max Cha, I can only take one feat for the start. If not, I can afford more choices

Sentinel adds a ton of tank, reaction attacks against allies within 5ft and pinning enemies down and can really create a chokepoint.

Shield Master has the synergy with the Conquest Aura and knocking my enemies prone and keeping them prone while I hack them to bits. The Dex part seems nice but thats for targeting only me and I think that just invokes traps. The pseudo evasion is really nice.

Magic Initiate for me would be Warlock, grabbing Eldritch blast for covering distance combat and I guess Minor Illusion for whatever. The spell would be between Hex and Cause Fear for bonus fear abilities. (but now that I think about it, I might not be able to upcast that....)


Resilient would add +1 Con and keep whatever concentration effects going, most of which seem rather important.

Neknoh
2018-07-23, 06:03 PM
I too have issues on choosing a stat vs feat progression; and as an Aasimar (can't decide on Fallen or Scourge), I have even fewer feats (read: none) outside of forgoing stats at level 4 etc.

Some feats seem absolutely vital for the class (sentinel, shieldmaster or greatweapon master, the con buff etc)

So... what's the recommended progression on choosing feats vs stats?


Edit: since I'm running with friends rather than AL, I could roll for stats, got some decent rolls at 16, 16, 15, 14, 14 and 8, with the +2 charisma and +1 strength, that gives me this character

https://ddb.ac/characters/4142215/ey3xnH

(Although honestly, the points would be the same for Scourge, since I'd swap the 16 con for the 15 str) but I'm liking the dual fear-bomb per rest rather than the rather piddly aoe burn. Probably going to run sword and board with shieldmaster.

Likely progression would then be:

3: Oath
4 +2 Char (20 Now)
7 AoC
8 Shield Master. Sentinel or res-con (SM if I am not challenged too hard, Sentinel if enemies start being immune to fear, res-con if I am getting too disrupted in concentration)

After that, it'd simply be a matter of adapting to the campaign I'm guessing, either filling in the missing stats or going for the missing feats.

Sception
2018-07-23, 10:30 PM
Re starting feat, id reccomend heavy armor master. CoS is a 1-10 game, and in that level range HAM is amazing. Plus it's a str half feat to get you to 16 str, 16 cha at level one. Resiliend con or sentinel are both absolutely viable alternatives.

ToastyTobasco
2018-07-24, 08:42 AM
Re starting feat, id reccomend heavy armor master. CoS is a 1-10 game, and in that level range HAM is amazing. Plus it's a str half feat to get you to 16 str, 16 cha at level one. Resiliend con or sentinel are both absolutely viable alternatives.

Yeah, after reading all of the thread, I'm down to HAM, Res:Con and Shield Master, Leaning more and more towards the first two. Sentinel is great but I dont think it will be 100% necessary at my levels. Shield master is only in the running for knocking people prone on a bonus action.

I think I might dump Dex and Int as the Dex issues are solved at 6 and allows me to get 16 in Str and Cha if I take HAM. 14 Con looks okay enough for a High AC tank. ASI for +2 Cha at 4 and then Res: Con at 8.

Degwerks
2018-07-24, 11:38 AM
With my current character I have a 22 charisma and a Storm Giant belt, and a Ioun Stone of Mastery which gives me a +7 proficiency bonus now. With my DM's permission I'd like to switch Oaths to Conquest and swap some of my Hexblade levels into paladin.

If I went 12 paladin and 8 Hexblade I would gain a feat. Menacing looks pretty awesome, giving me a bonus of +20 to intimidation. I already have an Athletics check of +16 so Prodigy and Brawny are less appealing. I think that I would have a solid chance on grappling or shoving without having those 2 skill feats added on.

With Menacing I could use a bonus action to cast Shadow Blade and use an attack to Intimidate, then use an attack to shove prone. Next turn I would Intimidate again and make a melee attack, and is the same sequence on the following turns.

Rp4man
2018-07-27, 01:36 PM
So I'm thinking sentinel really turns on at lvl 11 for improved divine.

Anyway In an AL game. From reading all the tips definitely getting the feeling I need to take res con by 8. + 2 Charisma is an auto at 4. Is 18 charisma okay to live on or does it need to be maxed as the number one priority before you can pick up feats?



Plus 2 Cha
Res con
Plus 2 Cha or sentinel here?

Legimus
2018-08-09, 12:29 AM
Legimus, thank you for your guide, it definitely helped me a lot to understand conquest paladin much better!
I have a question: Is making a tortle-conquest paladin with a one-level-dip into Hexblade viable?
In my opinion, this would make the character only rely on maxed-out CHA (as a Hexblade you will use that instead of STR, if I get that correctly) and taking other ASI into CON or get feats.

Hey, nurshin. I think that a tortle Conqueror is definitely viable. But with the armor limitations and the lack of base CHA, it won't be optimized. The one-level dip into Hexblade is pretty much a universally good idea in my opinion. It just opens so many doors in terms of damage and utility. That being said, I'm a pretty big proponent of having fun. A tortle Conqueror isn't going to be the most powerful paladin imaginable, but neither is it going to be bad and boring. Just make sure to prioritize CHA when leveling up and you'll have a grand time.

Legimus
2018-08-09, 12:34 AM
So I'm thinking sentinel really turns on at lvl 11 for improved divine.

Anyway In an AL game. From reading all the tips definitely getting the feeling I need to take res con by 8. + 2 Charisma is an auto at 4. Is 18 charisma okay to live on or does it need to be maxed as the number one priority before you can pick up feats?



Plus 2 Cha
Res con
Plus 2 Cha or sentinel here?

+2 CHA takes absolute priority, I think. Charisma is your main stat when playing a Conqueror. Your most powerful tool is fear, and the single stat that decides whether you can frighten someone is CHA. In addition, investing in CHA makes Aura of Protection incredible for the rest of your party. I think you can take feats before adding anything to STR or CON, but when playing a Conqueror you should always max out CHA as soon as possible. I'm with you that Resilience: CON is a very important feat, but CHA does more work for Conquerors than any other paladin oath. Max out CHA first.

Legimus
2018-08-09, 12:41 AM
Edit: Btw, I just realized how important aura of courage is for this oath in particular. And you only get it one level after you get fear. Basically, aura of courage pretty much singlehandedly solves the ''friendly fire'' problem of fear. It's like a cost-free careful spell on steroids! This alone makes the sorcerer dip a lot less appealing than what I first thought. Also, lowers the need for a good initiative somewhat, in the hope to cast a fear before my silly allies get in the way. And being only one level away from getting fear, I cannot think of an optimized conquest paladin mc build that focuses on lockdown without at least 10 paladin levels. Heh, I am slowly making progress...:smallsmile:


Thank you so much for your detailed feedback. I'll keep it in mind for the next time I update the guide. You've given me a lot to think about (in a good way), particularly with sorcerer multiclassing. And I'll be honest, the benefits of Aura of Courage seemed pretty marginal to me before you pointed out how it protects against "friendly fire." I definitely plan on including some commentary about that in my next update.

MrWesson22
2018-08-13, 10:45 AM
So, I am currently DMing. My next character will be a conquest paladin multiclass. Our group has a couple house rules that greatly aid this. One, we changed multiclass requirements for paladin to 13 cha and 13 str OR dex. Two, we give a free first level feat out of the racial feats or the UA skill feats. I will go scourge aasimar.

This means I can start with menacing and with 8 str, 14 dex, 16 con, 8 int, 10 wis, 18 cha. Because I will be going dex, I can start sorcerer for con proficiency and wear medium armor. In half plate with a shield and defense style, I would be at 19 AC. I would go sorc 1, paladin 2, then to sorc 5, then paladin 7. I would take warcaster at sorcerer 4. I would definitely take careful spell. For my second metamagic, either quicken or twin based on the rest of the party composition. Quicken is much better for conquest I know, but the fear aura won't come online for me until character level 12, and I will still have wrathful smite and menacing that don't need quicken.

So, for the questions. How much is only having 14 in my attack stat really going to hurt me? Do I go +2 dex at pally 4? Or do I splash a level of hexblade at some point and give up sorcerer 13 and 7th level spells to just use charisma? If I splash a level of hexblade (which I think is probably a good idea with this build), when? After 2 pally/5 sorc? After 7 pally/5 sorc?

Or should I change all this and just go sorc 1 then paladin 7 since I will have 2 other sources of fear without even needing the spell? The fear aura would come online 4 levels sooner, but I would lose out on metamagic and all those extra spell slots.

For ASIs, with a hexblade splash, it isn't too bad. Warcaster at the first ASI. +2 cha at the second. Probably inspiring leader for the third. Without it, I guess I would just do warcaster, then +2 dex, then +2 cha (unless, ideally, I am still in medium armor with 14 dex but find strength gauntlets or belt then go back to attacking with str).

Corran
2018-08-13, 11:29 PM
MrWesson22: You are overthinking this. Go up to paladin 10 (str based build, cause conquest needs str a lot more than other oaths; grappling and shoving are forms of control, but more importantly, you don't want to be pushed from the position that allows you maximum control cause of your aura of conquest which has a small radius). Then grab one or two levels in warlock (hexblade preferably), which will give you the equivalent of two feats in hex warrior, a bonus action option that stacks with fear (unlike spiritual weapon), absorb elements (makes up for your weaker dex saves) and a good ranged option in EB (plus some other stuff, for some of which you might prefer getting warcaster instead of resilient con). You take the second warlock level if you want the additional control provided by repelling blast (and agonizing blast is not a bad second option for an invoction). After that, you can pretty much do whatever you want, regarding build progression, but I would say that with fear and wrathful smite covering your concentration so effectively against fear susceptible enemies, higher paladin levels would probably give you the best tools to deal with the fear immune ones (though this is mostly guessing on my part).

ps: Don't neglect your wisdom saves!

MrWesson22
2018-08-14, 10:24 PM
Thanks, Corran, but that's not what I was asking. I don't want to play a straight paladin. I want to play a conquest paladin/divine soul sorcerer. Metamagic, cantrips, 4 more spell slots per day (including up to 9th level slots and 7th level spells instead of 5th/5th), and full access to cleric and sorcerer spell lists as well as 1st and 2nd level paladin spells gives a lot more to the playstyle I want than the extra paladin levels. I'll still have aura of protection, so my wisdom saves will still be higher than anyone other than monk, druid, and ranger.

Corran
2018-08-15, 09:52 AM
the benefits of Aura of Courage seemed pretty marginal to me before you pointed out how it protects against "friendly fire." I definitely plan on including some commentary about that in my next update.
With the ''friendly fire'' of fear gone (once aura of courage comes into play), I think that a good case can be made about the fear spell being better than the conquering presence CD. This is because fear does not grant additional saves once it sticks, as conquering presence does. No additional save. No 'spend an action to roll a wisdom check with disadvantage' as wrathful smite does, no save at all. And given that this comes with the added benefit of movement denial (which also means no dodge and not getting up if knocked prone which they resist at disadvantage in the first place), then the 'no save' part is pure gold! You want to get the 'no save' part no matter the price (similarly as an oathbreaker who has the 'no save' part conditionally covered, tries to ensure battlefield control via sentinel and grappler zombies in order to solidify that the enemies wont roll to save against his CD). And what is the price? That you have to boost concentration (which is already a good idea for paladins, particularly if it comes in the form of resilient con which helps a bit with the stats, but even more cause it gives you con save prof). A small price to pay for what the 'no save' does for us (complete lockdown in a 10' radius and movement denial even within it). Someone could say that when we use conquering presence instead of fear, we can use our concentration with something else. Sure, though from the second round of combat that is, as in the first turn you are activating the CD. Opportunity cost, as it's not very optimal to use concentration spells in subsequent rounds (even more so without a concentration boosting feat). But that aside, if enemies can be frightened, fear would be your best use of concentration anyway, with the CD being the backup in case enough enemies made their first and only save against fear. Bottom line, I think you underestimate the 'no save' part a bit. Before I realized what aura of courage did for fear, I was pretty certain that multiclassing in sorcerer for the careful metamagic was the best way to go here; I am saying that to show that that's how important I considered the 'no save' part to be for a melee lockdown build. That's why I use the word 'underestimate'. Now, with the 'friendly fire' gone, since the same effect is accomplished with a sngleclass build, I think there is a good chance that you might see this (ie that fear and not conquering presence is the backbone of our lockdown strategy) the same way too, hence why I am writing this. One last point I would like to mention is that the fact that fear relies on spell slots while the CD is short charge rechargeable is another point in favor of the former IMO, as managing spell slots is easier and relies a lot more on player's agency than 'time within the game world' does.

Edit: On another note, I am not a big fan of racial fear powers. This is because I think that with wrathful smite, conquering presence and fear, you have what you need (and since conquering presence can backup the fear spell, you don't really need any more). If there were free I would welcome them, but since they compete with stuff like a free feat from variant human (which can be used for resilient/shield master/inspiring leader/lucky/etc), and since they cost an action which complicates even more the crowded action economy of a paladin, they just don't cut it for me.

Sception
2018-08-15, 10:50 AM
It's worth noting that aura of courage only extends 10 feet (until level 18), while the widest area of the fear cone will be between 20 and 30 feet away, so it isn't a perfect fix to the friendly fire situation. That said, it's still a much more useful ability for conquest paladins who regularly cast fear than it is for other paladins, where the ability usually only comes into play when enemies use frightening effects, and even then they're already buffing saving throws via aura of protection.

So it's not that huge, you still have to be careful with Fear placement, and you're still going to end up making trade offs between catching the most enemies in the effect and avoiding catching some allies. Of course, you can follow up with moving into aura range of allies after tagging them, but there will be table variation on whether that nullifies the frighten condition outright or just suppresses it while in the aura.

Regardless, it's an ability that Multiclass conquerors can afford to delay or even skip if they're getting something particularly nice out of the trade, especially if they have an unusually high dexterity and/or some other initiative buff. But it is a very nice ability for conquerors to have, a real ability for them and not just the ribbon it is for other paladins. The same way that third level paladin spells known are. Between Fear and Aura of Courage, the stretch of levels between their second asi at pal 8 and the impressive dpr boost at pal 11 are much more attractive to Conquerors than they are to other paladins, where those levels constitute a bit of a dead zone driving many paladins of other oaths to multiclass out into warlock, bard, or especially sorcerer and never look back, and that's a patturn we see repeated across the paladin level spectrum. There are several levels or even stretches of levels where conqueror either gets something better than other paladins, or more important than other paladins, or gets something that other paladins also get, but that they're better able to use. This is why, while conqueror multiclasses are certainly possible and viable, there just isn't the same feeling of having to do so if you're trying to optimize as there is for other oaths. Apart from the single level hexblade dip (and even that is debatable, both in terms of when and whether to take it), just a full progression of conqueror levels is every bit as viable if not more so than any multiclass mix.

A vengeance paladin built primarily for smiting with side orders of tanking, buffing, and healing is just going to be better off multiclassing than taking more paladin levels after a while. You can argue if 'a while' is after level 11 or level 6 or even level 2, but regardless it's well before 19-20. A Conqueror paladin built primarily for tanking and fear based control with side orders of healing, buffing, and smiting just doesn't get better at doing their primary job by multiclassing out. You can get (much) better at your secondary roles, you can get better at alternate forms of tanking or control to use against fearless enemies, but you're not going to get better at the fear-based control tanking that is the build's core identity by diluting your progression with other classes. I mean, a case could be made for a pal7/war5 with short rest Fear slots, but only if your game starts at or above level 12 because otherwise you're delaying access to Fear at all for several levels, and even then you're behind on ASIs, don't have Aura of Courage, etc.

As I've mentioned before, this could change in the future. Fear is a broad archetype, and it's entirely possible that we might see fear-based builds added to other classes that might become must-have side treks in Conqueror progressions, particularly something like the old Dread Witch that could bypass fear immunity, that could be worth quite a few levels out of a conqueror's progression, even into something as anti-synergistic as wizard. but for now, while there are plenty of attractive multiclass options that let you trade or delay some of your primary role to dramatically improve your secondary capabilities - which can be a totally viable option, there really isn't ever anything better for your main fear-abusing gimmick than just taking more conquest levels.

Corran
2018-08-15, 12:02 PM
It's worth noting that aura of courage only extends 10 feet (until level 18), while the widest area of the fear cone will be between 20 and 30 feet away, so it isn't a perfect fix to the friendly fire situation. That said, it's still a much more useful ability for conquest paladins who regularly cast fear than it is for other paladins, where the ability usually only comes into play when enemies use frightening effects, and even then they're already buffing saving throws via aura of protection.

So it's not that huge, you still have to be careful with Fear placement, and you're still going to end up making trade offs between catching the most enemies in the effect and avoiding catching some allies. Of course, you can follow up with moving into aura range of allies after tagging them, but there will be table variation on whether that nullifies the frighten condition outright or just suppresses it while in the aura.
I was thinking about this in a completely opposite way. That under most cases it will be beneficial to go late in the initiative and also catching an ally in the burst, as that will allow you to hit even more mooks. Cause they will be nicely gathered around your ally, which would also allow easier targeting of mooks that stayed at a relatively short range, as if melee enemies are clustered, you have more choices in how you will aim the cone in regard to hitting the enemy backline.


Regardless, it's an ability that Multiclass conquerors can afford to delay or even skip if they're getting something particularly nice out of the trade, especially if they have an unusually high dexterity and/or some other initiative buff. But it is a very nice ability for conquerors to have, a real ability for them and not just the ribbon it is for other paladins.
True that this ability is not a integral part of some strategy for other oaths, yet I have found that it's one of the most useful abilities to have if you are in a melee heavy party. And it can help rogue allies too (as fear shuts down their sneak attack), who don't have wisdom save prof and usually don't take it since at lvl15 they get slippery mind.


The same way that third level paladin spells known are. Between Fear and Aura of Courage, the stretch of levels between their second asi at pal 8 and the impressive dpr boost at pal 11 are much more attractive to Conquerors than they are to other paladins, where those levels constitute a bit of a dead zone driving many paladins of other oaths to multiclass out into warlock, bard, or especially sorcerer and never look back, and that's a patturn we see repeated across the paladin level spectrum. There are several levels or even stretches of levels where conqueror either gets something better than other paladins, or more important than other paladins, or gets something that other paladins also get, but that they're better able to use. This is why, while conqueror multiclasses are certainly possible and viable, there just isn't the same feeling of having to do so if you're trying to optimize as there is for other oaths. Apart from the single level hexblade dip (and even that is debatable, both in terms of when and whether to take it), just a full progression of conqueror levels is every bit as viable if not more so than any multiclass mix.
Aside from ''dead'' levels (which happen more or less in every build), I think that conquest paladins favor multiclassing into charisma casters less than other oaths, for the reason that they already have the best use of concentration built in them. So multiclassing into a caster and stockpiling concentration spells that will never be used is not optimal planning. You could argue that the same should hold for vengeance paladins (for them haste is what fear is for conquest palys), but at least they can twin it if they mc into sorcerers, so they gain sth out of multiclassing (a trade off where they lose damage through the loss of IDS and Soul of Vengenace, for buffing the rogue/GWM/SS; Quicken bless is the other big benefit). Still not optimal. Paladin multiclassing into caster works best if there is not a tailor made concentration spell already built into an oath's build. And if you get all the way up to level 10 with a paladin, and the thing you are aiming for the most, is alternative tactics for when fear wont work, I am thinking that the concentration spells upon which you will base these alternative tactics are more likely to be found in the paladin list rather than in the low tier spell levels of a caster (though I am not 100% sure of that).


A Conqueror paladin built primarily for tanking and fear based control with side orders of healing, buffing, and smiting just doesn't get better at doing their primary job by multiclassing out. You can get (much) better at your secondary roles, you can get better at alternate forms of tanking or control to use against fearless enemies, but you're not going to get better at the fear-based control tanking that is the build's core identity by diluting your progression with other classes.
Ok, we agree. I wish I had read that part of your post before I typed the above paragraph.

MrWesson22
2018-08-15, 12:04 PM
A 7 conquest/5 sorc with careful spell has a party safe fear in a 30ft radius at level 12 (for the cost of 1sp and 1 3rd level slot). A straight conquest paladin doesn't have that until level 18. Sure, the paladin gets the fear spell 3 levels sooner, but what is he going to do with it? At 9, he fears all allies within 30 feet. From 10 to 18, he fears any ally outside 10ft but within 30 (basically all your casters and ranged dps).

A full 1 to 20 conquest paladin is solid, no doubt. But I think y'all are really discounting the things that can be gained with multiclassing after paladin 7. A 7 paladin/5 sorcerer can also twin haste on two physical dps characters when fear isn't the right use of his concentration, and a pure paladin will never be able to pull tricks like that.

Sception
2018-08-15, 12:39 PM
Even if you do tag some allies, you can move in after to, at the very least, suppress the effect, depending on your DM's interpretation of how after-the-fact immunity interacts with ongoing effects. And even before you get aura of courage, Fear is a cone, not a sphere, it can be aimed to avoid tagging allies, even if doing so often means hitting only 2 to 3 enemies in a group instead of 4+. So, even before you get aura of courage, Fear is still a fantastic tool to have, and delaying access to it 3 whole levels, while also significantly delaying your ASI progression on an asi-starved build, taking a hit to your max HP, missing out on improved divine smite...

I mean, it's a nice combo when you get it, but it's not at all a simple path to get there, and you're taking significant hits on the way. Plus you're giving up on ever getting the capstone, the aura increase, probably the lvl 15 oath feature as well, and dramatically delaying or losing altogether cleansing touch, which goes a long way to shoring up some of a tank's bigger vulnerabilities.

Again, Pal7/Sor5, much like Pal7/War5, is a great combo, but unless you're starting at that level there's going to be several levels on the way when you kind of wish you had stuck to just paladin, and even after the trade offs are far to significant to call the multiclass build superior in the primary focus of fear-based control tanking.

Corran
2018-08-15, 01:02 PM
A 7 paladin/5 sorcerer can also twin haste on two physical dps characters when fear isn't the right use of his concentration, and a pure paladin will never be able to pull tricks like that.
And sometimes neither fear/wrathful smite nor (twinned) haste will be a proper use of concentration. Classic example when you are up against a dragon, or generally any other creature with legendary resistances and a special attack that can inflict tons of damage that can challenge even the best concentration saves. In such occasions, something as low cost as a quickened bless might be your best use of concentration.

What I am getting to, is that planning for resources must follow some plan. When fighting enemies that are neither fear immune nor have legendary resistances, conquest paladins need not bother with anything other than wrathful smite, fear and conquering presence (pick the one(s) depending on the enemy set up, ie if it's just mooks or a boss with mooks). No matter the party set up, these powers (which are already built in) are more than enough to ensure you will have a good impact in the combat. More than good.

Now we only need to plan what we are doing when facing enemies with fear immunity and legendary resistances. The most typical examples of such enemies, are monsters that have legendary resistances and either fear immunity or a very good wisdom save. Typical bosses that is. When facing such enemies, usually the best thing to do is to try and bring them down quickly (ie kill them with damage). It's also the fights during which it makes sense for paladins to use their smites (or at least it is optimal to do so then). So during these fights aside from taking the attack action and enhancing your damage with smite, you only need to find a good use of your bonus actions. Conquest paladins are pretty well covered in that department since they have spiritual hammer, though I admit that a quickened bless at the start of the combat might be a very good use of concentration, yet on the other hand, so would be several 4th and 5th level paladin spells (BUT.... spending an action to cast a spell instead of attacking the enemy boss and at a greater risk than normal of losing concentration, means that it has to be a spell fitting extremely well to the occasion). That only leaves fights when we are up against several fear immune mooks. This is where multiclassing into caster would help us the most (careful web/ stinking cloud/ hypnotic pattern/ reverse gravity & animate objects, or twinned haste/ greater invisibility/ polymorph, or others), yet unless the DM specifically tailors encounters against you, I don't think such encounters will be the norm (roughly only 10% of monsters in the MM are fear immune, and I think that the majority of them fall into the boss type which I discussed a few sentences back). So multiclassing into a caster loses one of its main benefits, and that is giving us access to powerful concentration spells.

That said, one can squeeze a lot of value out of a carefully planned sorcadin, so I would not entirely discount a conquest sorcadin build. But I think that some of the other oaths multiclass better into it, as they don't have built in them the tactics that a conquest paly has.

ps: Apologies for not answering the part where you discuss the synergy between a 10' aura of courage with fear, as I already covered my thoughts on why I think it's effective in my answer to Malisteen.
Edit: Adding it for reference
I was thinking about this in a completely opposite way. That under most cases it will be beneficial to go late in the initiative and also catching an ally in the burst, as that will allow you to hit even more mooks. Cause they will be nicely gathered around your ally, which would also allow easier targeting of mooks that stayed at a relatively short range, as if melee enemies are clustered, you have more choices in how you will aim the cone in regard to hitting the enemy backline.

MrWesson22
2018-08-15, 01:46 PM
I think we can all agree that regardless of how you build them, as long as you have high charisma and you go at least 7 paladin, conquest is awesome. It adds so many more options than just being a smite machine. That's why I gravitate towards it. I like lots of different tactical options, and fear is just another great tool in the toolbox. That said, if you want to just use spell slots for smite and be a typical sword and board heavy armor paladin, conquest can do that too (albeit not as well as vengeance).

I am going to go 1 sorc/7 conquest to start. By that time, I'll know whether adding more sorcerer or paladin is better for my play style. I just already had it in my mind that I wanted to play a scourge aasimar paladin/divine soul and was trying to decide between paladin oaths. Nothing jumped out at me (other than crown for tanking or vengeance for dps) that fit what I wanted, which was more versatility. Conquest fits it.

The campaign I am currently DMing is less than halfway through. The characters are only level 6 right now. So I have plenty of time between now and then anyway.

Corran
2018-08-15, 02:52 PM
Regarding how aura of courage interacts with frightened allies, I leave this here for reference (it's the answer I got from the RAW thread):

Q 43
If an ally is already frightened, and my 10th level paladin (who has aura of courage) moves within 10' of said ally, does my ally remain frightened (because he was already frightened) or does aura of courage suppress the effect while I am within 10' of them and conscious?
A 43 RAW the Aura of Courage has no effect on an already frightened creature. RAI in the Aura of Courage suspends the frightened condition while the creature is in its area: https://twitter.com/JeremyECrawford/status/722860204459630592

Sception
2018-08-15, 04:18 PM
The link doesn't exist, leaving the interpretation entirely unsupported. Where in the rules is condition immunity defined at all? I've been unable to find it.

Corran
2018-08-15, 04:26 PM
The link doesn't exist, leaving the interpretation entirely unsupported. Where in the rules is condition immunity defined at all? I've been unable to find it.
Does the link work now?
Btw, the link is about aura of devotion instead of courage, but basically these two features use exactly the same language (with the word frightened substituting the word charmed). Jeremy Crawford is asked if a paladin approaches an affected ally means he would end the effect, and says that RAW is unclear, but RAI is that the effect is suspended as long as the paly is within 10' of the ally.
Personally (and I could be horribly wrong as I am not a native speaker), I think there is enough room for interpretation to allow even for nullifying the effect (if the word frightened/charmed can be read as an adjective in the text of aura of courage/devotion). And that's how we played it so far in my table. Though I am now thinking that the RAI interpretation makes a lot more sense (ie suppressing the effect while within 10').

Sception
2018-08-15, 04:43 PM
Works now, but says something different than how it was initially described. "Raw is unclear" is a vastly different answer from "raw says it does nothing".

Corran
2018-08-15, 07:03 PM
Works now, but says something different than how it was initially described. "Raw is unclear" is a vastly different answer from "raw says it does nothing".
Further clarification:


Hello E'Tallitnics. I am a bit confused about the answer you gave me in the RAW thread (Q43), and I thought it would be better to pm you about it rather than bogging down the RAW thread with follow up questions or discussion.

In the answer you gave me, you said that RAW the aura of courage does nothing in respect to an ally that is already frightened, yet in the link you provided Crawford says that RAW is unclear. And that got me a bit confused.

Btw, thank you for the reply in the RAW thread.

I'm sorry I didn't make it more clear in the thread!


This is a classic example of Jeremy Crawford not wanting to admit that the text of the rules is incorrect. RAW is clear because it says nothing about pre-existing conditions. But when this was brought to his attention instead of saying, "My Bad" he backpedals into "RAI" territory and (now) clearly indicates that pre-existing conditions are affected.


Let me know if this is still confusing you. Ima paste my quote into the thread so to make it more clear and spare others the same confusion.

Thanks for bringing this to my attention.

Sception
2018-08-16, 08:25 AM
It says you become immune. How immunity interacts with preexisting conditions isnt defined in the raw, so the raw is entirely unclear, and there's no more reason to assume immunity will do nothing than there is to assume it will nullify the effect altogether rather than merely suppresding it. Crawford isn't the one being unnecessarily obstinant here.

Sception
2018-08-16, 09:01 AM
Any thoughts on Conquerors in Eberron? Mechanically, there are a couple new racial options that stand out to me, most notably the Warforged Envoy. No need to eat, sleep, or breathe, near ideal stat mods (+1 con, +1 to teo of your choice, allowing for +1 str, con, cha), free skill and tool proficiency plus integrated tool with expertise, and of course the free plate mail that never comes off at level 1 that automatically improves up to the equivalent of platemail +4 as you level, with similarly impresdive light and medium armor alternatives for the esoteric dex or partially dex based builds.

Eg, An envoy can start with 13 str, 14 dex, 15 con, and 16 cha as a hexblade with composit armor, multi into conqueror, eventually pick up resilient con for +3 con mod, and still have better AC than most heavily armored conquerors at any given level.
Maybe not the most optimal build, heavy armor warforged still has an easier stat distribution and at least 1 better AC, but if you wanted a less-heavily-armored conqueror, for instance one calable of traveling with a stealthy party without giving them away, envoy is a solid alternative to half elf.

There is an open question of what tool set to integrate. There aren't a lot of tool proficiencies that seem relevant to a conqueror. Maybe poisoner's kit?

Of course, this is playtest material, and subject to change, but as it stands I'd currently put warforged envoy way up there with vuman, half elf, and fallen aasimar for best conqueror races.

While its not quite on that tier, mark of sentinel human is also a solid racial choice. Largely wasted wisdom boost, but can still put +1 in str and cha, and has bonuses to perception and initiative (!), plus you can pick a buddy and gain advantage on perception to detect threats to your buddy, and can take a hit for them as a reaction, and you gain the blade ward cantrip (meh) and shield 1/rest (also probably meh unless and until you grab warcaster, unless you opt to fight with a greatsword or halberd instead of a shield). Still, a solid suite of bonuses and abilities for a tanky class.

Citadel97501
2018-08-19, 08:04 AM
Has anyone taken bows into account with the Oath of Conquest play style? Or is the lack of Smite just reducing your damage to much? I was thinking that having a ranged attack is pretty important for a character that uses Intimidation well, hell even at 10' your Aura of Conquest should be effective for shooting?

Sception
2018-08-19, 05:34 PM
Not generally a good fit for conquest. Can't wear a shield, lacking in opp attacks vs enemies that pass their fear saves, 10' aura will often push you into melee to maximize targets, not teally toom in the build for sharp shooter, etc. As a fallback ranged option for a rapier-wielding conquest dexadin is fine, but as your primary armament that would an extremely unusual choice.

Citadel97501
2018-08-19, 07:35 PM
Not generally a good fit for conquest. Can't wear a shield, lacking in opp attacks vs enemies that pass their fear saves, 10' aura will often push you into melee to maximize targets, not teally toom in the build for sharp shooter, etc. As a fallback ranged option for a rapier-wielding conquest dexadin is fine, but as your primary armament that would an extremely unusual choice.

Thank you for the information, I was thinking that was the likely problem although I personally think that many on this forum over focus on Sword & Board, and I was looking for another route. So far I am looking very close at Multi-classing a Draconic Sorcerer for Buffing/Crippling/DPS as an answer to that for my own build since you can get some great tricks out of 3 levels of Sorcerer. Since your not going to be wearing armor you can't take Defense, and you will need a free hand for a spell focus item. So with these requirements your going either shield and spells, or sword & spells, this is the reason I am actually liking the Viashino from the Ravnica stuff as then you can do both due to OK unarmed attacks, high dexterity, and a reaction counter attack.

Draconic Origin: Fire or Lightning both seem to be best for this...
Ranged Cantrips: Fire Bolt, or Ray of Frost
Control Cantrips: Lightning Lure, or Booming Blade
Melee Cantrips: Green Flame Blade, or Shocking Grasp (Better than it seems with Quickened...)

Controls: Quickened/Heightened Earth Tremor, Twinned Maximillian's Earthen Grasp, or Twinned/Quickened Hold Perso
Defense: Shield, or Mirror Image
Buffs: Twinned Enlarge Person

EvilAnagram
2018-08-19, 09:19 PM
This is a great guide. It really captures the ability synergies that make this archetype so damn powerful. Great job!

Sception
2018-08-19, 10:01 PM
I mean, there are multiple reasons shield use is favored on a conqueror. You'll have good ac, and the better your ac is, the better every bit extra you can get becomes (until enemies need 20'2 to hit you, but that mostly doesn't happen in 5e), especially when you're imposing disadvantage.

Often you'll be the only target enemies can attack, so making those attacks meaningless via being just too hard to hit really helps with the conqueror's mechanical role as a tank, as well as your role play disposition. Nothing kills the light of hope in your adversaries' eyes like watching their attacks go ti waste. You want to project an image of invincibility, and every little bit of AC you can get contributes to that.

On top of the internal pressure towards shield use, if you dip hexblade to fix your MADness issue, then you're stuck wielding one handed weapons anyway unless you drag out the multiclass for two more levels, which isn't really recommended, and even if you do, imo chain is a better boon choice for the invication that maximizes healing effects used on you, which is a great ability for a tank.

All that said, it's not at all the only way. Halberds in particular can be nice, especially for clowning on melee only enemies without reach trapped by your aura.

Though I have to say I prefer a whip for that. Less damage, but, again, lets you wear a shield.

Citadel97501
2018-08-19, 11:07 PM
Though I have to say I prefer a whip for that. Less damage, but, again, lets you wear a shield.

Good information and thank you, I also like the whip for the OoC :)

YoggeMothi
2018-08-30, 08:41 PM
This guide is amazing! Thanks so much for putting it together. I'm using it to plan an Adventurers League character for season 8. She's a lawful-evil half-elf Zhentarim (faction agent background) paladin of Loviatar who uses a whip and shield. I eventually want her level distribution to be thus:

Paladin (Oath of Conquest) 10 / Warlock (The Hexblade) 5 / Bard (College of Whispers) 5

I know it's not the most optimized build, but it fits my character concept well and has some ridiculous damage potential at higher levels (hexblade's curse + divine smite + eldritch smite + psychic blades). Given this array of classes, how would you suggest leveling up through the tiers of Adventurers League? After studying this guide at length, my idea was the following:

1-4: Paladin
5: Warlock (for the SAD [this is the last chance to tweak stats in DDAL])
6-11: Paladin
12-16: Bard
17-20: Warlock

Any suggestions or feedback would be greatly appreciated since we start the new season this week. Thanks again for the guide!

Edgerunner
2018-08-31, 03:31 AM
Any suggestions for Backgrounds on a Half Elf Conquest Pali???

Sception
2018-08-31, 06:19 AM
Are you playing with the optional rules that let you trade background skills for any other skill if you already have proficiency? If so, then soldier. It fits narratively, and you should already be proficient with athletics and intimidation, so they become two free choices, letting you pick up perception and whatever else you want.

Otherwise? Sailor or Pirate get you perception (along with athletics), though they don't make the most aesthetic sense with typical heavy armor, sword & board conquerors. SCAG far traveler also gets perception (along with insight), but it isn't Adventurer's League legal on a conqueror, if AL restrictions matter to you.

...

As a half elf, you can pick up perception via your racial bonus skills , in which case the background skills don't matter as much, and you're more free to choose based on background features. In that case, I like the noble background - either variant. History proficiency is a bit of a waste on you, but you'll get a lot of mileage out of persuasion. Position of privilege can open useful doors for you in game, while the variant retainers provide a lot of roleplaying value, and they can help carry your stuff, deliver messages for you, etc. The knight variant of noble is as good or better a thematic fit than soldier, and one of your retainers becomes your personal squire, with added role playing opportunities there.

ToastyTobasco
2018-08-31, 05:25 PM
Absolutely love this guide and I am curious. I am currently playing a Conquest Pally in Curse of Strahd. Just got level 3 and got to dish out a little bit of smite-y goodness. Thing is, I know Strahd has influence over a lot of things and I think there's a handful of constructs in the setting. Am I just going to be miserable playing this subclass here?

I love the flavor so much, if only I could roleplay him better.

MrWesson22
2018-09-01, 06:54 PM
Are you playing with the optional rules that let you trade background skills for any other skill if you already have proficiency? If so, then soldier. It fits narratively, and you should already be proficient with athletics and intimidation, so they become two free choices, letting you pick up perception and whatever else you want.

That isn't even an optional or variant rule. It is just normal PHB stuff.

Rp4man
2018-09-01, 08:39 PM
So question for those who have played higher levels.

When do fear immune enemies and legendary resistances start being an issue?

Curious because this is how I want to beat those enemies and enemies who pass the spell DC but I'm concerned I could have trouble hitting them with opportunity attacks if I don't increase strength.

Waiting to 16 or 19 to devote an asi to strength seems brutal.....

Like I don't care if I don't hit my regular attacks so much but I need to hit those opportunity attacks to freeze them up. And I need to be able to hit people through ac to proc wrathful Smite. But if not increasing strength this feels like an issue.

Sception
2018-09-02, 09:14 AM
So question for those who have played higher levels.

When do fear immune enemies and legendary resistances start being an issue?

Very dm/campaign dependant. I will say though that legendary resistance isn't so bad. By the time things are pulling it out you should have multiple fear-causing abilities to burn through it, and even if you run out first, you're still stripping away layers of protection that will leave the enemy vulnerable to banishment or hold monster or stunning fist or what have you from the rest of the party.

And if after maxing cha but before raising strength you run into enough fear immune enemies that you absolutely need to put some more resources into direct damage, or if you just need that extra couple points on your attack rolls too desperately to wait any longer, then you can dip a level of hexblade, and your attack stat instantly catches up with your casting stat plus you gain multiple tools to layer on additional damage when needed, at the cost of one level of conquest delay and loss of weapon versatility (ie, you can't swap between longsword & whip as needed without taking a hit penalty).

Not a terrible cost for what you get, if what you get happens to be what you need, and it's only a single level dip, so you don't even really need to commit to it in advance. Just take it when and if you need it.

Rp4man
2018-09-05, 01:49 PM
Very dm/campaign dependant. I will say though that legendary resistance isn't so bad. By the time things are pulling it out you should have multiple fear-causing abilities to burn through it, and even if you run out first, you're still stripping away layers of protection that will leave the enemy vulnerable to banishment or hold monster or stunning fist or what have you from the rest of the party.

And if after maxing cha but before raising strength you run into enough fear immune enemies that you absolutely need to put some more resources into direct damage, or if you just need that extra couple points on your attack rolls too desperately to wait any longer, then you can dip a level of hexblade, and your attack stat instantly catches up with your casting stat plus you gain multiple tools to layer on additional damage when needed, at the cost of one level of conquest delay and loss of weapon versatility (ie, you can't swap between longsword & whip as needed without taking a hit penalty).

Not a terrible cost for what you get, if what you get happens to be what you need, and it's only a single level dip, so you don't even really need to commit to it in advance. Just take it when and if you need it.

Thanks for the tips...

Strength just seems so good though it's......you can wrathful Smite. And if they fail the save use extra attack to shove them prone at disadvantage. Then they can't get up. This is a kind of a kneel and grovel before me character. Or if you use fear, shove 2 creatures next to you prone, walk 5 feat back and laugh....... They will bend the knee!! I'd rather do it this way then Shield master because wrathful Smite eats my bonus action

If I were to multi-class it would probably be bard for mobile florish to push 5 feet back while they are prone lol..... And I did get expertise in athletics... But I'm trying not to as I don't want to delay the aura at 18.

But no the more I think about this the more my goal is to use strength for shoving. So I'd still like 10 in it. without experience with the class at high-level though I just don't know what the value of Sentinel is as I have not played at high levels with the aura I'd love some more feedback on this if it's control overkill or good yo not put all your eggs inn1 basket. And others have said the whip idea is awesome but how often does this tactic get used?

To legimus. The class is very mad. I'd love to see some of the example builds and how you envision the ASI progression with them.

Legimus
2018-09-05, 08:47 PM
I think the golden rule of this subclass is to max out your CHA early on, and beyond that it'll depend on precisely what role you see yourself filling and the makeup of your party. But as an example, I'll give you the build of the Conqueror I'm playing right now. We're only level 8, and probably will only make it to level 12 or 13, but I've planned out my skill progression all the way to 20 just in case. I use a warhammer and shield.

Zariel Tiefling (+1 STR, +2 CHA)
Starting Stats: 15/10/15/8/8/17
Level 4: +1 STR, +1 CHA
Level 8: +2 CHA
Level 12: Resilience (+1 CON)
Level 16: Shield Master
Level 19: +2 STR or Sentinel

However, I'm considering taking a single level in Hexblade at level 9. If I choose to do that, my progression would be the same (set back 1 level), except that I definitely won't take the extra STR at 20. For warlock spells, I'd take Booming Blade and Eldritch Blast as my cantrips, and then Cause Fear and Shield.

This is a reasonably MAD class, but so far I think it gets by really well despite that. You just need to make sure your party isn't relying heavily on you for damage output. But if you need some extra burst damage, you're a paladin and have Divine Smite. The most important thing is that you're landing fear. When guys are afraid of you, it's harder for them to hurt you and easy for your party to take advantage. And so far, that has been enormous fun.

Klaus Teufel
2018-09-10, 07:19 AM
What deities might work well with a Conquest Paladin that has a dip in Hexblade? How would you explain the Hexblade?

YoggeMothi
2018-09-12, 02:23 PM
@Klaus: My Conquest Paladin is a Loviatar worshipper using whip and shield. I explain the Hexblade dip as her making a pact with a handmaiden of Loviatar that is an entity from the Shadowfell.

MrWesson22
2018-09-12, 04:49 PM
Tempus and Tyr could be great deities for a conquest paladin too. Even Bane if you're evil.

Klaus Teufel
2018-09-12, 06:57 PM
Thanks! Any other suggestions?

MrWesson22
2018-09-13, 01:57 PM
I am DMing right now, but maybe telling you about my next character will help. Lawful neutral scourge aasimar conquest paladin. Her mother was a valkyrie who saw her father (commoner, berserker warrior) on the battlefield, visited him later. They eventually married and Odin wouldn't let her act as a valkyrie anymore because of her relationship with a human. My character sees this as a form of disgrace and thinks she can herself ascend to becoming a valkyrie if she becomes strong enough (whether or not that is true). She worships Forseti, the Norse god of law and justice.

solidork
2018-09-13, 02:09 PM
What deities might work well with a Conquest Paladin that has a dip in Hexblade? How would you explain the Hexblade?

My conquest paladin is from a prime material plane that has a greek pantheon, and is in a mystery cult dedicated to the twin gods Deimos (Dread) and Phobos (Panic). They are depicted as attendants to Ares, and its not much of a stretch to say that they watch over the arsenal of weapons the god of war brings to battle.

Mith
2018-09-13, 02:14 PM
Thanks! Any other suggestions?

Gruumsh or Maglubiyet could be fun for an Orc or Goblin/Hobgoblin PC.