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Willywilliamrtx
2018-01-17, 12:21 PM
So the title vaguely describes my question for all of you; how would you multiclass the Hexblade Warlock, if at all?


Taking a 1 lvl dip in hexblade is great for Paladins and gish builds in general - but that's not what we're looking for.
Let's say you really like the way Hexblade plays and want to keep to that specific style - but you're just aching for more spellcasting fuel. There's a multitude of ways to go about it. The sorcerer, for example, gives you the slots you're looking for along with metamagics. Want that third melee attack in your turn? Quicken GFB! The Wizard is another good option for this in my eyes. You might not get the metamagic options - but you do get to restore a few spellslots during 1 short rest per long rest.


How would you go about giving the Hexblade more spellcasting fuel, while staying with the Gish-y combat style? And how would you divide said multiclassing lvls?

Honorary mention goes out to Fighter lvl 2 for Fighting Styles and a single use of Action Surge (for those moments you really want to let the big bad know you're just as bad).

BobZan
2018-01-17, 12:52 PM
Some builds I designed around Hexblade:

The Generalist
V. Human - Crossbow Expert
Criminalist or Urchin BG
Bard 1 / Hexblade 2 / Lore Bard x
8 14 14 10 12 16
ASIs in Cha.

This build is not meant to be the best at anything, but decent at everything.

After Lv 2 you'll be able to use medium armor, shield and Eldritch Blast on melee (Crossbow Expert). You'll have Shield spell for added defenses. Decent damage progression via Eldritch Blast. Buffs and Debuffs via Inspiration, Cutting Words and Spells. A lot of skills, thieves tools, expertise. Party face. Get Counterspell as Magical Secret.

Hexblade/Eldritch Knight
V. Human: Crossbow Expert

8
14
16
8
10
16

or

15
8
14
8
12
15

Lv 1: Fighter 1 -> Fighting Style: Defense

CA: 17 (19 with a shield)

Medium Armor: Use a Hand Crossbow if you want more damage, if you want to melee right away, pick a shield and a Rapier.

Heavy Armor: Shield and Longsword

Lv 2: Hexblade 1
Cantrips: Eldritch Blast, Presdigitation
Spells: Shield, Hex

Lv 3: Hexblade 2
Spell: Comprehend Languages
Invocations: Agonising Blast + Grasp of Hadar or Devil's Sight or Fiendish Vigor

Grab a shield and go tank! You can Eldritch Blast from melee and pull some foes towards you.

Lv 4: Fighter 2

Lv 5: Eldritch Knight 3
Cantrips: Thunderclap + Light (or Blade Ward)
Spells: Absorb Elements, Identify, Find Familar

Here your Eldritch Blast will start firing 2 bolts, you can pull or do good amounts of damage to a single target while tanking.

Lv 6: Eldritch Knight 4
ASI: +2 Cha
Spell: False Life

Here you catch up on the ASIs.

Lv 7: Eldritch Knight 5

Lv 8: Eldritch Knight 6
Feat: Warcaster

Lv 9: Eldritch Knight 7
War Magic Feature
Spell: Darkness (if you took Devil's Sight), Continual Flame if not.

The build connects here with the War Magic EK feature. You can Eldritch Blast + Attack, increasing your DPR while tanking. You can also attack with your EB and use a Net effectively without disadvantage to restrain large or smaller targets for more battlefield control.

Lv 10: Eldritch Knight 8
ASI: +2 Cha
Spell: Blur or Mirror Image

Lv 11+ you'll get extra Eldritch Blasts.

From here on you can go Hexblade for Cloak of Flies and Eldritch Smite, Rogue for Sneak attack and added versatility, Swords Bard for Flourish and more spells, Paladin for more tankiness, spells and smites. Depends on initial Attributes.

You can go Wizard (War Magic, Abjuration) aswell, but you have to start with 13 INT.

Basic Array - 8 14 13 10 12 15
V. Human -> Warcaster

8
14
14
10
12
16

Level 1
Warlock 1

Prof: Wis, Cha

Skills:
Warlock: Investigation, Deception
Entertainer (Gladiator): Acrobatics, Performance
Human: Perception

Patron: Hexblade

AC: Scale Mail + Shield = 18

Cantrips: GreenFlame Blade, Eldritch Blast
Spells: Shield, Hex

Level 2
Hexblade 2

+1 slot/sr
Invocations: Agonizing Blast, Devil's Sight

Level 3
Bard 1

Skill: Persuasion

Cantrips: Light, Vicious Mockery
Spells: Healing Word (whackamole), Charm Person (out of combat usefulness), Dissonant Whispers (AoO for everyone), Sleep (good early on)

Level 4
Bard 2

Jack of All Trades
Spell: Identify (cool spell to have around)

Level 5
Bard 3

*This level is huge. Bonus action Heat Metal, Greenflame Blade + Flourish. Nice damage.*

Expertise: Perception, Athletics Persuasion

College of Swords
Fighting Style: Dueling

Spells: Heat Metal, switch Sleep for Hold Person

Level 6
Bard 4

ASI: +2 Cha
Spell: Invisibility

Level 7
Bard 5

Inspiration: d8, short rest
Spell: Hypnotic Pattern (some crowd control)

Level 8
Bard 6

Extra Attack
Spell: Leomund's Tiny Hut (warm place whenever you are)

Level 9
Bard 7

Spell: Polymorph

Level 10
Bard 8

ASI: +2 CHA
Spell: Greater Invisibility (yes!)

Level 11
Bard 9

Spells: Animate Objects <3, switch Crown of Madness for Raise Dead (party savior)

Level 12
Bard 10

Inspiration: d10
Magical Secret: Cone of Cold (awesome area damage), Find Greater Steed (because griphon)
Spells: Greater Restoration, switch Hypnotic Pattern for Hold Monster (boss)

Levels 13+ -
Paladin -> Oath of Conquest



VHuman - Feat: Sentinel (Skill: Perception)
Background - Criminal (Skill: Deception, Stealth)

10 14 14 8 12 16

1st - Warlock 1 - Hexblade (Skill: Persuasion, Investigation)
Cantrips: Booming Blade, Eldritch Blast
Spells: Wrathful Smite, Hex

Go with Rapier, Medium Armor and Shield for AC 18 on 1st level.

2nd - Warlock 2 - Agnonizing Blast, Devils Sight
Spell: Shield

3rd - Warlock 3 - Pact of the Chain (Imp Familiar)
Spell: Darkness + Trade Cause Fear for Invisibility

4th - Rogue 1 - Expertise: Stealth, Perception - Sneak Attack 1d6 (Skill: Acrobatics)

5th - Rogue 2 - Cunning Action

6th - Rogue 3 - Arcane Trickster (Mage Hand Legerdemain)
Cantrips: Mage Hand, Prestidigitation, Message
Spells: Alarm, Comprehend Languages, Identify

Ok, that's the basics of the build. How I see it flowing on the battlefield:

1- Use your Invisible Imp to Aid you, so your attacks are 'always' made with advatange. Use Booming Blade + Wrathful Smite + Sneak Attack (2d8+3d6+3). DC 14 Wis or Frightened.

Your opponent has some choices now: Dodge, Action to re-do the ability check, attack with disadvantage or move away with Dash or Disengage. It's good for you all the way. Landed a good hit and your opponent did at least a bad action. If he moves he takes 2d8 from Booming Blade and you can give an OA, sometimes will be sneak attack viable.

2- By 6th level you'll be able to cast Wrathful Smite 2/short + 2/long, about 6 to 8 times a day, so you won't be able SPAM it all day. No worries.

3- Use your Invisible Imp to Aid you, so your attack is made with advatange. Booming Blade + Sneak Attack + Cunning Action. Go in, strike, go out (or don't). Your hit will be very similar to the smite: (2d8+2d6+3)

4- Booming Blade + Sneak Attack + Hexblade's Curse

5- Booming Blade + Sneak Attack + Hex

6- Darkness + Eldritch Blast

7- Darkness on your sword and go in!

OldTrees1
2018-01-18, 02:03 AM
The Short Rest Paladin

Paladin 13 / Warlock 7

Paladin of Ancients
Paladin 2 / Warlock 1 / Paladin +5 / Warlock +2 / Paladin +1 / Warlock +1 / Paladin +1 / Warlock +1 / Paladin +4 / Warlock +1

Other Paladins
Paladin 2 / Warlock 1 / Paladin +4 / Warlock +3 / Paladin +3 / Warlock +1 / Paladin +4 / Warlock +1

Asmotherion
2018-01-18, 06:49 AM
Everything can be effectively multiclassed with a Hexblade Warlock.

From Top to Bottom are the best combinations you can make:

Sorcerer
Paladin
Bard
Fighter
Rogue
Barbarian
Wizard
Cleric
Monk
Druid
Ranger

And combinations of 3 or even 4 of the above. As long as you have 18-20 Cha and all your offensive spells are Cha based, (if you have other spells, either pick ones that allow no save, or versality ones), you'll be ok. You have Medium Armor and a Shield for your protection, so you don't need more than 14 (+2) to Dex, and you'll have a very good AC overall. The other really good score you want is Con. You can then tailor your other scores to your liking for multiclass purposes and/or RP purposes.

Rhynear
2018-01-18, 10:56 AM
I really want to play a Hexblade 12/13 Oathbreaker 7/8 you get to add triple charisma to your weapon attacks by the end of the game.

If you go Paladin 1/Warlock 5/Paladin +6/7/Warlock +7/8 then you can wear heavy armour and don't delay your damage increases by more than one level, while still getting all of the Paladin goodies.

The other option is Warlock 5/Paladin 7/8/Warlock +7/8 which means you can only wear medium armour, but can put one less point in Strength/Dex, don't delay extra attack, and do more damage early on as you can use Charisma from level 1.