PDA

View Full Version : Optimization Let's Build an Optimized Paladin Multiclass



PrinceOfMadness
2018-06-12, 08:46 PM
Hello!

I’m playing in an ongoing D&D 5e game and, after a particularly rough encounter last session (where 3 PCs nearly died), I have, with the DM’s blessing, begun the process of creating a secondary character to use as a backup. I want to play something a bit different from my usual glass cannon character builds, and after having done some reading around the internet I see that there are some interesting multiclass builds available with the paladin (notably, the sorcadin and hexadin) that seem very appealing.

I’ve read this guide (http://www.giantitp.com/forums/showthread.php?502673-Unlimited-Blade-Works-The-Guide-to-the-Ultimate-Paladin-Sorcerer-Multiclass) which was very helpful, but it’s a bit out of date, being last edited pre-XGtE. So, how can we optimize a paladin multiclass? I want something with high damage potential that won’t die to a stiff breeze - due to large party size, we regularly fight level-inappropriate challenges.

Character Creation:

8th level, all WotC printed material is available including UA
Stats were rolled: 18, 17, 16, 14, 13, 12
Starting equipment: 1 rare magic item, 1 uncommon magic item, and 750 gp, in addition to anything granted from class/background
Extra Feat/ASI at 1st level

Some thoughts/comments:
Half-Elf seems like a great race pick, especially when you consider variants in SCAG.
It would be nice to be Cha-SAD either via Hexblade or figuring out some way to get Shillelagh on my spell list with Charisma casting - allowing me to freely pump my Cha to 20.
I would prefer a non-evil alignment, but if there's a solid case to be made for it I'm willing to consider it.

Any tips or advice would be appreciated!

Ganymede
2018-06-12, 09:13 PM
I want something with high damage potential that won’t die to a stiff breeze

.....

Stats were rolled: 18, 17, 16, 14, 13, 12


You're done. Good job.

krugaan
2018-06-12, 09:28 PM
You're done. Good job.

Jesus, what did you guys roll, best four of 5d10? those stats are phenomenal.

PrinceOfMadness
2018-06-12, 09:34 PM
DM's houserule. Stats were 4d6b3, rerolling anything below a 12. It's not the best array in the party, but it's close.

You're done. Good job.
This may or may not be true given that we're regularly fighting level inappropriate encounters. Good stat arrays help, but they only go so far.

bid
2018-06-12, 09:42 PM
It would be nice to be Cha-SAD either via Hexblade or figuring out some way to get Shillelagh on my spell list with Charisma casting - allowing me to freely pump my Cha to 20.
Start with Cha18, pick half-elf for Cha20.
Then start with Str17, use half-elf for Str18.
And start with Con16, use half-elf and resilient(Con) for Con18.

Finally, realize that wasting a level to use Cha for attack rolls isn't worth anything at that level of power.

Galactkaktus
2018-06-12, 09:48 PM
That guide is not really outdated. The synergy between quicken spell and divine smite is as strong as ever.

Crgaston
2018-06-12, 10:14 PM
Start with Cha18, pick half-elf for Cha20.
Then start with Str17, use half-elf for Str18.
And start with Con16, use half-elf and resilient(Con) for Con18.

Finally, realize that wasting a level to use Cha for attack rolls isn't worth anything at that level of power.

^This. Take GWM at Paladin L4, Start Paladin 5/Giant Soul Sorcerer 3 and bump Str to 20 at Sorc4. Tell us how it plays!

Specter
2018-06-12, 10:56 PM
Paladin with a rare item? Mantle of Spell Resistance. Enjoy never failing a magic save again.

CTurbo
2018-06-12, 11:46 PM
Fallen Aasimar Oath of Conquest Paladin

18+1 Str, 14 Dex, 16 Con, 12 Int, 13 Wis, 17+3 Cha

Take the Menacing feat as your freebie and have expertise in intimidation plus some extra fear effects.

At level 4, take something that bumps Str to 20 like Heavy Armor Mastery or just go +1 Str and Con and take Res (Con) at level 8.

Between your Aura, your racial power, and the Menacing feat, everything would be scared of you all the time.

PrinceOfMadness
2018-06-13, 01:13 AM
That guide is not really outdated. The synergy between quicken spell and divine smite is as strong as ever.
The basic idea is still current, sure. But it hasn't been updated since well before the publication of XGtE which added a lot of options that are relevant and/or powerful for a sorcadin.

^This. Take GWM at Paladin L4, Start Paladin 5/Giant Soul Sorcerer 3 and bump Str to 20 at Sorc4. Tell us how it plays!
Hey, I didn't know there was a new UA out. Giant Soul looks neat - thanks!

Fallen Aasimar Oath of Conquest Paladin
/snip
Between your Aura, your racial power, and the Menacing feat, everything would be scared of you all the time.
It's a neat concept, but I'm not sure Fallen Aasimar is worth it. For one thing, necrotic shroud doesn't seem to distinguish between friend or foe - for another, I lose access to the Elven Accuracy racial feat. Built in resistance to necrotic damage is nice though...

Nidgit
2018-06-13, 01:28 AM
Hill Dwarf Conquest Paladin/Hexblade with a 7/1 or 6/2 split.

STR 14 DEX 16 CON 19 (+2) INT 12 WIS 14 (+1) CHA 18

Take Res (Con) and CHA+2 as your 1st and 4th level boosts. Your Constitution saving throws are now +13 and you will never fail one again, and you gain an average of 12 HP per level. Dwarf means you don't need much Strength to wear heavy armor, allowing you to make your DEX a bit higher and put Medium Armor Master on the table if you're feeling stealthier. You're SAD and can easily go whichever class or feats you want, though getting Paladin 7 at some point is the whole point of going Conquest.

Again, 98-99 average HP at level 8, heavy armor + Shield, rechargeable Smites and potentially double Smites, and EB for range. Incredibly durable and extremely potent.

th3g0dc0mp13x
2018-06-13, 01:53 AM
Hello!
Character Creation:
8th level, all WotC printed material is available including UA
Stats were rolled: 18, 17, 16, 14, 13, 12
Starting equipment: 1 rare magic item, 1 uncommon magic item, and 750 gp, in addition to anything granted from class/background
Extra Feat/ASI at 1st level


Half Elf (wood elf variant)
Paladin 5/Hexblade 3
13,15*,18*,12,16,20
Mithral Plate, +2 Halberd
Tunnel Fighter fighting style
Feats: PAM, Sentinel

You're a lockdown specialist move into combat with a bunch of enemies, use your channel divinity to frighten them and then set up your stance, They run, opportunity attack. They move into range, opportunity attack. They move around you, opportunity attack. They attack someone else, opportunity attack. In any case if they move within 10 feet of you they take an attack and they stop moving if you miss you may still have another chance to hit. This also has you set up to grab elven accuracy at your next ASI. Throw in some devil sight shenanigans and you have yourself a lockdown crit fisher who crits 14.75% of the time and can nearly double that against one target per rest.

The biggest issue with this build is you can't take paladin any further than six, so you go with either continuing hexblade or switching over to sorcerer. Personally I'm a fan of going the hexblade route unless you have the five minute workday kind of team in which case definitely go with a sorcerer.

CTurbo
2018-06-13, 02:00 AM
It's a neat concept, but I'm not sure Fallen Aasimar is worth it. For one thing, necrotic shroud doesn't seem to distinguish between friend or foe - for another, I lose access to the Elven Accuracy racial feat. Built in resistance to necrotic damage is nice though...


Eh as a DM, I would rule that Necrotic Shroud wouldn't effect your allies. It makes sense that it wouldn't.

Elven Accuracy is a bit overrated. I would only even consider it if you have a reliable source of advantage like from Oath of Vengeance. It also makes you a Dex build which is not terrible, but feels weird on a Paladin.

Ali_face
2018-06-13, 03:06 AM
Eh as a DM, I would rule that Necrotic Shroud wouldn't effect your allies. It makes sense that it wouldn't.

Elven Accuracy is a bit overrated. I would only even consider it if you have a reliable source of advantage like from Oath of Vengeance. It also makes you a Dex build which is not terrible, but feels weird on a Paladin.

If they went Hexadin, EA is also usable with CHA attacks. Warlocks have a lot of ways to ensure Advantage, and a hexblade with triple advantage is a crit fishing machine.

Rhynear
2018-06-13, 08:15 AM
I would go with 1 Oathbreaker/5 Hexblade/Oathbreaker to 7/then the rest Hexblade, with the last level being either Hexblade or Oathbreaker, depending on whether you want an ASI or a 7th level spell.

14/16/17/12/13/18
Half Elf
15/16/18/12/13/20

ASI's
Great Weapon Master
Polearm Master
Elven Accuracy (+1 Wis)
Resilient Con
(Tough, Lucky, +1 Str/+1 Con)?

Start with Paladin for heavy armour proficiency, before switching to Hexblade for 5 levels getting blade pact, Thirsting blade and 3rd level spells, before switching back to Oathbreaker until you get both of your auras, getting 1st and 2nd level Paladin Spells, Channel divinity and Smites along the way. Finally switch back to Hexblade until you get Lifedrinker, allowing you to get Charisma to damage 3 times on every attack with your pact weapon, which, with a polearm, is 3 times a turn. You can also cast hex or bless on yourself, for more damage and can Nova with smites whenever you need to.

Galactkaktus
2018-06-13, 09:15 AM
The basic idea is still current, sure. But it hasn't been updated since well before the publication of XGtE which added a lot of options that are relevant and/or powerful for a sorcadin.

Sorcadin is easy take quicken spell and atleast one of the scag cantrips get atleast 2 levels of paladin. Everything else is preference.

CTurbo
2018-06-13, 10:14 AM
Ok with your stats, I have an off the wall but awesome idea

Half Elf Conquest Paladin 13/Long Death Monk 7

20 Char, 18 Wis, 18 Dex, 15 Con at level 8

Start Monk 1, then go Paladin 7, then Monk to 7, then finish Paladin.
Free feat - Elven Accuracy(+1 Dex)
Paladin 4 feat - Menacing(+1 Cha)
Monk 4 feat - Res(Con)(+1 Con)
Paladin 8 - Max Dex
Paladin 12 - Max Wis

Rare Magic Item - Bracers of Defense
Uncommon Magic Item - Ring of Protection



You'd go unarmored for 21AC at level 8, 23AC by the end. 45ft movement. Deflect Missiles, Slow Fall, Stillness of Mind, Evasion, Martial Arts, 7 Ki, 12 temp hit points per kill, and the Long Death's Hour of Reaping - as an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Dueling Fighting Style, Lay on Hands, Guided Strike, Extra Attack, spells, smites, Improved Divine Smite, Auras!


Improved Divine Smite would work with your Martial Arts too. 4d8+4d6+24 per round if you wanted and even add on smites for all 4 attacks if you really needed to. (up to an extra 21d8 that turn lol)


Hour of Reaping works PERFECTLY with Aura of Conquest. You can literally freeze every enemy within 30ft of you anytime you want. Their speed becomes 0 and they take extra damage by just being there.

With Expertise in Intimidation, you'd probably not even have to kill intelligent enemies as they'd all just surrender to you willingly.