I'm starting a DiTA campaign at level 5 that will take us through level 13. I decided to play a Devotion Paladin but am debating three different builds and am having trouble deciding which is the best version. For context, the other party members consist of a Barbarian, Arcane Trickster Rogue, Order Domain Cleric, and Gloomstalker Ranger.
Please, without spoilers, any thoughts on which of the following options would be best:
Option 1: Straight Devotion Paladin
Pros: Highest HP (but not by much), Level 4 Paladin Spells, Immunity to Charm & Frightened, Improved Divine Smite
Cons: No ranged attacks (I assume I will be facing many flying demons/devils), Limited spell slots for smites, MAD build
Option 2: Paladin 12/Hexblade 1 (I have a good backstory why this would make sense)
Pros: Ranged cantrip (EB), Booming Blade (useful with Warcaster feat), SAD build, short rest hex/shield, Hexblade curse fits well with Sacred Weapon (despite full turn to activate), Improved Divine Smite
Cons: No level 4 paladin spells, no level 4 spell slots, gets level 3 spells a full level after straight paladin (e.g. Revivify, Spirit Shroud)
Option 3: Sorcadin (Paladin 6/Divine Soul 7)
Pros: Ranged cantrip (Mind Sliver & Sacred Flame), Booming Blade (useful with Warcaster feat), Absorb Elements spell, Awesome sorcerer and cleric spells up to level 4 (Spiritual Weapon, Spirit Guardians), plus utility spells like Counterspell & Fly, Most spell slots (including 2 level 5 slots)
Cons: For such a short campaign, comes online MUCH later (level 3 spells TWO levels after straight Paladin at level 11), lowest HPs, no immunity to frightened or charmed, No Improved Divine Smite
I was initially all in on the Sorcadin, but now I am worried that for the vast majority of the campaign, will be sitting with level 2 spells, albeit with much more smite juice. On the other hand, losing frightened/charm immunities feels like a pretty big loss. In any case, could use some advice for those that have played mid-tier campaigns, which will feel the best or least underpowered if everyone else is going straight builds.
I suppose that's why I was considering a dip into Warlock or even DS Sorcerer. To retain all the goodies of the full paladin, but still gain Shield, Absorb, plus useful cantrips, all for the tax of a one level delay in the late game paladin goodness. But in a campaign as short as Avernus, does a one level delay late game really mean that much? I am largely playing the campaign without Improved Divine smite anyways. It is true I am missing level 4 paladin spells (Find Greater Steed, Death Ward), but those wouldn't come online until level 13 anyways when the campaign is winding down.
I do want to argue in favor of sorcadin, specifically against the notion that it comes online "late." The fact that you can pick up the shield spell makes you incredibly hardy at lvl 7. At lvl 9, you get your meta magic. Now things like quickened booming blade become a thing for extra burst, extra smites if you really want to nova.
For comparison, a devotion straight paladin gets charm immunity and 3rd lvl spells by this point. Sure, it's nice, but the things gained by the sorcadin are arguably comparable if not better. 11th lvl, spiritual guardians. Boom, now you're really online. My point is that there are constant goodies that you can argue make you "online" at several points during your progression.
Still, were I in your shoes, I'd easily go pure devotion. Getting fear and charm immunity helps your barbarian and rogue team mates a crap ton since their WIS saves are likely to be terrible. Getting to 4th lvl spells also means you get to use find greater steed, which I think is worth losing out on a single level of hexblade.
Hex dip isn't a bad choice for Hexblade's Curse, Shield, Booming Blade, and Eldritch Blast, but if the main reason you're considering it is Cha melee, that's not a major concern at the levels you'll be playing. Using Charisma as an attack stat isn't that significant a bonus until your charisma mod is a solid couple points higher than your weapon attack stat. You can start with +3 modifiers in each, which means you'd have to raise charisma twice, and with a hex dip your first ASI would be going to War Caster, so it would be the end of the campaign, if ever, before Cha melee would pay off. And that's assuming you don't find any gauntlets of ogre power or belts of giant strength along the way. I forget if there are any in DtA by default, but the gauntlets in particular tend to be pretty common in WotC modules ime. Cha melee doesn't even save you much point buy space, since you still want 15 strength for heavy armor, (or 14 dex and 13 strength for medium armor, which is no less burdensome).
Again, hex dip works well for several other reasons, it's not a bad call if you want to take it for thematic reasons, but the cha thing specifically is often overrated ime, particularly at the levels that see most common play. Maybe if you were playing a Conquest paladin, who really wants ever point of extra save DC they can get, but even there while I often will dip hexblade, I usually don't bother doing so until after the levels you're looking at here.
not trying to be annoying and i know this not the place but im looking for a free play game thats in the high level range on mons/thurs/fri and sat would like to join a game in avernus or something like that
Straight Devo pally tank with sword and board. Pump CHA to 20 asap. Shield master/Tough, if you get a free feat. I would go blessed warrior if you need the utility. But, going dueling or defense would be better. Thanks to scared weapon you will be good to go on encounters for magic weapons. Depends on what your party is like.
If you're using the Tasha's rules you can take the Blessed Warrior fighting style that allows you to take two Cleric cantrips (sacred flame and light?) while remaining a Paladin.
Variant Human with the polearm master feat is a good start for a Paladin. Bump strength and charisma, for a 16/8/14/8/10/16 statline.
Then just play through as a Paladin. You don't really need to multiclass.
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I'm starting a DiTA campaign at level 5 that will take us through level 13. I decided to play a Devotion Paladin but am debating three different builds and am having trouble deciding which is the best version. For context, the other party members consist of a Barbarian, Arcane Trickster Rogue, Order Domain Cleric, and Gloomstalker Ranger.
Please, without spoilers, any thoughts on which of the following options would be best:
Option 1: Straight Devotion Paladin
Option 2: Paladin 12/Hexblade 1 (I have a good backstory why this would make sense)
Option 3: Sorcadin (Paladin 6/Divine Soul 7)
I was initially all in on the Sorcadin, but now I am worried that for the vast majority of the campaign, will be sitting with level 2 spells, albeit with much more smite juice. On the other hand, losing frightened/charm immunities feels like a pretty big loss. In any case, could use some advice for those that have played mid-tier campaigns, which will feel the best or least underpowered if everyone else is going straight builds.
Thanks!
Going straight paladin is really powerful in Descent into Avernus.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I suppose that's why I was considering a dip into Warlock or even DS Sorcerer. To retain all the goodies of the full paladin, but still gain Shield, Absorb, plus useful cantrips, all for the tax of a one level delay in the late game paladin goodness. But in a campaign as short as Avernus, does a one level delay late game really mean that much? I am largely playing the campaign without Improved Divine smite anyways. It is true I am missing level 4 paladin spells (Find Greater Steed, Death Ward), but those wouldn't come online until level 13 anyways when the campaign is winding down.
None of the options you've outlined are bad ideas. I'd just say pick the one you think sounds like the most fun and go for it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I have a pally/bard in my avernus game
https://ddb.ac/characters/49376666/GNtYcn
I do want to argue in favor of sorcadin, specifically against the notion that it comes online "late." The fact that you can pick up the shield spell makes you incredibly hardy at lvl 7. At lvl 9, you get your meta magic. Now things like quickened booming blade become a thing for extra burst, extra smites if you really want to nova.
For comparison, a devotion straight paladin gets charm immunity and 3rd lvl spells by this point. Sure, it's nice, but the things gained by the sorcadin are arguably comparable if not better. 11th lvl, spiritual guardians. Boom, now you're really online. My point is that there are constant goodies that you can argue make you "online" at several points during your progression.
Still, were I in your shoes, I'd easily go pure devotion. Getting fear and charm immunity helps your barbarian and rogue team mates a crap ton since their WIS saves are likely to be terrible. Getting to 4th lvl spells also means you get to use find greater steed, which I think is worth losing out on a single level of hexblade.
Hex dip isn't a bad choice for Hexblade's Curse, Shield, Booming Blade, and Eldritch Blast, but if the main reason you're considering it is Cha melee, that's not a major concern at the levels you'll be playing. Using Charisma as an attack stat isn't that significant a bonus until your charisma mod is a solid couple points higher than your weapon attack stat. You can start with +3 modifiers in each, which means you'd have to raise charisma twice, and with a hex dip your first ASI would be going to War Caster, so it would be the end of the campaign, if ever, before Cha melee would pay off. And that's assuming you don't find any gauntlets of ogre power or belts of giant strength along the way. I forget if there are any in DtA by default, but the gauntlets in particular tend to be pretty common in WotC modules ime. Cha melee doesn't even save you much point buy space, since you still want 15 strength for heavy armor, (or 14 dex and 13 strength for medium armor, which is no less burdensome).
Again, hex dip works well for several other reasons, it's not a bad call if you want to take it for thematic reasons, but the cha thing specifically is often overrated ime, particularly at the levels that see most common play. Maybe if you were playing a Conquest paladin, who really wants ever point of extra save DC they can get, but even there while I often will dip hexblade, I usually don't bother doing so until after the levels you're looking at here.
not trying to be annoying and i know this not the place but im looking for a free play game thats in the high level range on mons/thurs/fri and sat would like to join a game in avernus or something like that
again im sry for posting here
Straight Devo pally tank with sword and board. Pump CHA to 20 asap. Shield master/Tough, if you get a free feat. I would go blessed warrior if you need the utility. But, going dueling or defense would be better. Thanks to scared weapon you will be good to go on encounters for magic weapons. Depends on what your party is like.
nm
If you're using the Tasha's rules you can take the Blessed Warrior fighting style that allows you to take two Cleric cantrips (sacred flame and light?) while remaining a Paladin.
Variant Human with the polearm master feat is a good start for a Paladin. Bump strength and charisma, for a 16/8/14/8/10/16 statline.
Then just play through as a Paladin. You don't really need to multiclass.