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View Full Version : Optimization Hexsorcadin build for maximing Smites usage per day.



Benny89
2019-02-06, 09:57 AM
I got this idea in another thread, so I will just paste it here. The idea is to abuse Font of Magic for maxing out your Smites per day, grabbing also E-Smite and in the end being able to craft 5k8 Smite slots in the end to maximing Smites per day.

There are 2 ways to build it:

A) Paladin 6/7 Hex Blade/7 Sorcerer- slower access to more higher Smites (2nd level slots crafting at 12 level) but get's AURA and extra attack and first 2 ASI faster.

B) Paladin 2/9 Hexblade/9 Sorcerer - faster access to more higher Smites (3rd level crafting at 12 level)- still gets extra attack from Invocation.

So in first one you use your Warlock slots before short rest (you take that whenever you can) to create more slots using Font of Magic.

To get 4k8 slots we need 3rd Level Warlock slots and 5th level of Sorcerer. So we need 5th level of Warlock too.
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We will take a look at level 12 builds made this way:

1. Paladin 2/Warlock 5/Sorcerer 5

So best would be to take 2 levels of Paladin, then take 2 levels warlock, 2 sorcerer so you can start creating level 1 slots for smites. Then take 1 level of Warlock for 2nd level slots and next one level Sorcerer for 2nd level slots. Then 2 levels Sorcerer for 5 Sorcerer points so you can use Warlock and 1st level slots to create 3rd level slots. Then 2 levels in Warloc so you can use their 3rd level slots to create 3rd level slots.

So at level 12 you would be Paladin 2/Hexblade 5/Sorcerer 5 and you could potentially (assuming 2 short rests per day and that you didn't use your warlock slots before short rests) create additional 5 3rd level slots (4k8) smites per day, giving you total of: 2 warlock 3rd level slots, 5 additional slots + (Sorc 5 + 3 Paladin caster level) 3x 3rd level slots and 2x 4th level slots.

Giving you total per day potentially 2 + 5 + 3 = 10 4k8 smites and 2x 5k8 smites.

2. Paladin 6/Hexblade 3/Sorcerer 3

If you chose Paladin level 6, you would be at level 12 Paladin 6, Hexblade 3, Sorcerer 3, which would give you potentially 5 additional 2 level slots, 2 2nd level warlock slots, 3x 2nd level sorcerer slots and 3x 3rd level slots for total of 10 2nd level slots (3k8 Smites) and 3x 4k8 Smites. You could easly use every day 4 3k8 Smites and recharge them at short rests.

With this build I recommend going after that 3 levels of Sorcerer to 15 level to have 6 Sorc Points. This way you can create 4th level slots using 2x 2nd level Warlock slots for 1x 5k8 Smite (4th slot). On level 15 you will be able to have 3 + 3 + 1 + 1 = 8x 5k8 Smite slots (2 made with Font, one from Sorc points per day, 3 x 4th level from Caster and 1 x 5th level) per day with 2 short rests.

Even though you wen 6 Paladin- on level 12 you will have more slots than pure Paladin (4/3/3 vs 4/3/3 + 5 more from Font of Magic and 2 more from Warlock, giving you potential of 4/10/3 slots) and on level 15 you can have more 5k8 slots than level 20 Paladin (8x 5k8 vs 5x 5k8).

Summary:

This build is tricky as it needs almost simultaneous leveling of Lock and Sorcerer but in the end you become a Smiting Machine by abusing Font of Magic and warlock short rest slots to get much more Smites per day.

PastorofMuppets
2019-02-06, 12:43 PM
Just take the minimum levels to build the coffeelock and then paladin out from there. Do the pact slots into spell points shenanigans while you take short rests during the party long rests and have a few dozen first level smites worth of spell points. Someone did the whole conversion by level breakdown thing already in another thread a while ago but that seems to me the best way to abuse the system for never ending smites.

Benny89
2019-02-06, 12:57 PM
Just take the minimum levels to build the coffeelock and then paladin out from there. Do the pact slots into spell points shenanigans while you take short rests during the party long rests and have a few dozen first level smites worth of spell points. Someone did the whole conversion by level breakdown thing already in another thread a while ago but that seems to me the best way to abuse the system for never ending smites.

Thing is, it's better to start with Paladin for all the good stuff like Heavy Armor etc.

But yeah, the idea is too just use slots for smites.

Do you by any chance remember that other thread you are talking about?

PastorofMuppets
2019-02-06, 02:37 PM
I did a quick look at the old threads but I don’t see the exact one. The basic gist of this is that a warlock invocation exists that makes the character no long need to sleep. This means no biological need for long rests. Spell points for a sorcerer refresh on long rests not short rests. Therefore the character chooses to take several short rests in the timeframe that the party does a long rest. The warlock spell slots are converted to spell points and then refreshed with each short rest. In the 8 hours they other players were sleeping/long resting you had 7 short rests in each of which you burned two warlock pact spell slots for equivalent spell points. Since you never did a long rest your spell points which don’t have any cap to them never reset to their start value for your level. As long as you never declare you are taking a long rest you can technically add spell points to your available pool of them forever, converting them into new spell slots as needed for smites.

I can’t recall the level that the never sleep thing becomes available but once it is you essentially gain endless if low level spell slots.

Keravath
2019-02-06, 03:33 PM
I did a quick look at the old threads but I don’t see the exact one. The basic gist of this is that a warlock invocation exists that makes the character no long need to sleep. This means no biological need for long rests. Spell points for a sorcerer refresh on long rests not short rests. Therefore the character chooses to take several short rests in the timeframe that the party does a long rest. The warlock spell slots are converted to spell points and then refreshed with each short rest. In the 8 hours they other players were sleeping/long resting you had 7 short rests in each of which you burned two warlock pact spell slots for equivalent spell points. Since you never did a long rest your spell points which don’t have any cap to them never reset to their start value for your level. As long as you never declare you are taking a long rest you can technically add spell points to your available pool of them forever, converting them into new spell slots as needed for smites.

I can’t recall the level that the never sleep thing becomes available but once it is you essentially gain endless if low level spell slots.

Actually, not quite. Taking advantage of this "loophole" which many DMs will simply say no to requires an extra hoop to jump through.

"You can never have more sorcery points than shown on the table for your level." PHB 101

Your spell points for a sorcerer are capped by your level.

What is NOT capped is the number of spell slots. So the process is ... convert warlock spell slot to sorcery points ... convert sorcery points to spell slot.

A first level slot costs 2 sorcery points, a second level 3 and a third level 5. To make this reasonably efficient you need at least a third level warlock (2nd level slots for 4 sorcery points and a 5th level sorcerer - 5 max sorcery points) ... burn 2 slots for 4 sorcery points and purchase a 2nd level spell slot with 1 point left over. After the next short rest you have 5 sorcery points and can purchase a 3rd level slot. Do this for 8 short rests (the equivalent of 1 long rest for a party) and you end up with an extra 4x 2nd level spell slots and 4x 3rd level spell slots that you can use or convert back to sorcery points.

With the warlock invocation that prevents sleep, you might be able to convince a DM that you don't need long rests and can do this for several days in a row building up a large reservoir of spell slots.

However, there are a couple of ways a DM can decide this doesn't work.

1) Although you don't need to sleep with the warlock invocation there is nothing in the rules to state that you don't still need a long rest. If you take a long rest then all your resources reset. So a DM could say that if you go without long resting you will still accumulate levels of exhaustion since you are not resting (even if you do not need to sleep). So if you decide to try this the DM just adds levels of exhaustion for every day you miss a long rest. (On the other hand, a divine soul sorcerer can pick up greater restoration at 9th level that removes a level of exhaustion ... so this way of preventing it stops working at about level 11 or 12).

2) A short rest is a rest period of an hour ... a long rest is a rest period of 8 hours. There is no practical difference between short rests and long rests except that with a long rest you are usually assumed to be either sleeping or in a trance for part of it or just hanging out if you are a warlock with the invocation. Thus a DM could just say that enough short rests put together is just a long rest by any other name even if you don't need to sleep and thus all your resources reset.

3) The rules on multiclassing and pact magic specifically state that you can use warlock spell slots to cast other class spells and other class spell slots to cast your warlock spells. It doesn't say you can use them for anything else.

Pact magic and Spellcasting are otherwise treated completely differently in the rules and it doesn't actually say that a pact magic spell slot is the same as a spellcasting spell slot. It only says that you can use the spell slots interchangeably to cast spells. It doesn't actually say you can use the different spell slots for anything else like activating non-warlock class features. So a DM could rule that you can use warlock pact magic spell slots for the Font of Magic sorcerer feature because they are NOT spellcasting spell slots.


However, an elf only requires a 4 hour trance to complete a long rest. An agreeable DM might let the elf take a long rest followed by four short rests. If the DM allows the conversion of warlock slots to SP then this character could pick up an extra 2x 2nd level and 2x 3rd level spell slots after every long rest of the party. This would be very useful for a sorcerer who has a limited number of spell slots/day and probably would not tip the balance too far. In addition, it avoids the issues with (1) and (2) since you have taken a long rest and restored your resources AND the rules prevent you from taking two consecutive long rests so there isn't much else you can do while the rest of the party sleeps except take short rests. It still wouldn't work however if the DM rules that pact magic slots aren't compatible with the Font of Magic feature in the first place.