We are getting ready to play a spelljammer campaign and are starting at level 16. The DM likes high level games
i wanted to play a warforged paladin whose oath is the programming he has to protect the ship and crew.
We use an array of 17/15/13/12/10/8
We are allowed to pick a Legendary item, a very rare item, rare and 2 uncommon. I have the following:
Holy avenger greatsword, belt of the fire giant, plate +1, cloak of protection and a homebrew helmet based on sentinel shield.
I have a 25 strength, an 18 con and 20 charisma. Intelligence was my dump stat.
Went 12 levels of Watcher paladin, 3 levels of Rune Knight and 1 divine soul sorcerer (for shield and absorb elements)
His back story was he was 1 of 7 constructs designed to defend an ancient city ruled by giants with elven slaves. City plane shifted into the Astral Sea and the elves rebelled. The battle caused the city to become a series of islands scattered in the Sea. Captain of the spelljammer found me and reprogrammed me to be the protector of ship and crew.
But we haven’t played yet and I’m starting to question build plans. Thought I would ask the community what they thought
Do I go for a straight paladin and drop the multiclass? The extra fighting style and rune abilities are nice. The ability to cast shield on a 22 ac is also nice. But I found I didn’t use them much in play tests.
if I keep the multi-class, do I spend the rest of my future levels on paladin?
I'd say your choice to multiclass or not will depend a good deal on your party. For example, I'm currently in a campaign where I play a hexblade paladin. He's lvl 16, with 11 into paladin and 5 into hexblade. Why'd I do so? Because I thought the utility of being immune to fear would be nice, along with improved divine smite for an extra bit of damage.
But our creation bard uses his 6th lvl spell slot on heroes feast daily for the whole party, which makes my fear immunity aura redundant. This leaves my extra levels in paladin only meaningful for that extra d8 on every attack. Had I known that would've happened with the party, I might have planned to multiclass with less levels into paladin and use more levels in warlock instead.
As for immediate advice, I'd advise dropping rune knight and just stick to fighter 2 for action surge. With that level, I'd move it into paladin, bump it up to 13 so you can start with 4th level spells and access find greater steed. It's concentration-less flight and much more important than whatever rune knight has to offer.
Since you're starting at 16, I might consider what you want as your starting 1st lvl class. This could "start" as a fighter so you can have CON save proficiency. Given that you're immune to fear with the level 10 paladin aura, that WIS save might not seem as attractive (though WIS save proficiency is useful for other things.). Still, with a +6 to all your saving throws with advantage thanks to holy avenger, I don't think you'll struggle all that much without proficiency in CHA/WIS saving throws. If you plan on spending your spell slots on concentration spells, I'd consider starting fighter. If you're planning on using them for smites, which is an equally valid choice, I'd stick to starting paladin for WIS/CHA save proficiencies.
You’re giving up you flying mount at pally 13 for shield and absorb elements? For me, I’d rather have a Pegasus. But that partly because I rarely get to play high levels, and never get those features. But practically in spelljammer and there will be ship-to-ship combat it could be useful. Mount will allow you to get from one ship to the other. And if you do go straight paladin, at 16 you’re really close to getting that 30’ aura (yours and your sword’s) you can probably have half or more of the ship in it.
A dip in sorcerer gives me booming blade (for warcaster), a 2d4 when I miss with Great weapon master with divine soul feature, and shield gives me an effective AC of 27
Also, I am actually wondering about the effectiveness of a flying mount in space because when you leave the ship while in wildspace, you have no air. As a a wargforged, I don’t care. However, does a celestial, fey or fiend mount require oxygen?
You’re giving up you flying mount at pally 13 for shield and absorb elements? For me, I’d rather have a Pegasus. But that partly because I rarely get to play high levels, and never get those features. But practically in spelljammer and there will be ship-to-ship combat it could be useful. Mount will allow you to get from one ship to the other. And if you do go straight paladin, at 16 you’re really close to getting that 30’ aura (yours and your sword’s) you can probably have half or more of the ship in it.
Dropping fighter levels means I lose out on action surge. With 2 attacks, spirit shroud and great weapon master, I can do about 70-85 damage roughly. With action surge, I can double that on the big bad. Or I can cast command. Or whatever.
The 30 foot aura radius is tempting. Never got a chance to use it before. I do have 162 hp and a 22 ac without using shield.
I admit, I have always invested in play styles previously of building an impenetrable defense so I can focus on offense. But the swords bard will front line with me.
We are getting ready to play a spelljammer campaign and are starting at level 16. The DM likes high level games
i wanted to play a warforged paladin whose oath is the programming he has to protect the ship and crew.
We use an array of 17/15/13/12/10/8
We are allowed to pick a Legendary item, a very rare item, rare and 2 uncommon. I have the following:
Holy avenger greatsword, belt of the fire giant, plate +1, cloak of protection and a homebrew helmet based on sentinel shield.
I have a 25 strength, an 18 con and 20 charisma. Intelligence was my dump stat.
Went 12 levels of Watcher paladin, 3 levels of Rune Knight and 1 divine soul sorcerer (for shield and absorb elements)
His back story was he was 1 of 7 constructs designed to defend an ancient city ruled by giants with elven slaves. City plane shifted into the Astral Sea and the elves rebelled. The battle caused the city to become a series of islands scattered in the Sea. Captain of the spelljammer found me and reprogrammed me to be the protector of ship and crew.
But we haven’t played yet and I’m starting to question build plans. Thought I would ask the community what they thought
Do I go for a straight paladin and drop the multiclass? The extra fighting style and rune abilities are nice. The ability to cast shield on a 22 ac is also nice. But I found I didn’t use them much in play tests.
if I keep the multi-class, do I spend the rest of my future levels on paladin?
I'd say your choice to multiclass or not will depend a good deal on your party. For example, I'm currently in a campaign where I play a hexblade paladin. He's lvl 16, with 11 into paladin and 5 into hexblade. Why'd I do so? Because I thought the utility of being immune to fear would be nice, along with improved divine smite for an extra bit of damage.
But our creation bard uses his 6th lvl spell slot on heroes feast daily for the whole party, which makes my fear immunity aura redundant. This leaves my extra levels in paladin only meaningful for that extra d8 on every attack. Had I known that would've happened with the party, I might have planned to multiclass with less levels into paladin and use more levels in warlock instead.
As for immediate advice, I'd advise dropping rune knight and just stick to fighter 2 for action surge. With that level, I'd move it into paladin, bump it up to 13 so you can start with 4th level spells and access find greater steed. It's concentration-less flight and much more important than whatever rune knight has to offer.
Since you're starting at 16, I might consider what you want as your starting 1st lvl class. This could "start" as a fighter so you can have CON save proficiency. Given that you're immune to fear with the level 10 paladin aura, that WIS save might not seem as attractive (though WIS save proficiency is useful for other things.). Still, with a +6 to all your saving throws with advantage thanks to holy avenger, I don't think you'll struggle all that much without proficiency in CHA/WIS saving throws. If you plan on spending your spell slots on concentration spells, I'd consider starting fighter. If you're planning on using them for smites, which is an equally valid choice, I'd stick to starting paladin for WIS/CHA save proficiencies.
I’m playing in a 3 person party. Made up of a knowledge cleric 1/celestial warlock 15 and a swords bard 16.
You’re giving up you flying mount at pally 13 for shield and absorb elements? For me, I’d rather have a Pegasus. But that partly because I rarely get to play high levels, and never get those features. But practically in spelljammer and there will be ship-to-ship combat it could be useful. Mount will allow you to get from one ship to the other.
And if you do go straight paladin, at 16 you’re really close to getting that 30’ aura (yours and your sword’s) you can probably have half or more of the ship in it.
A dip in sorcerer gives me booming blade (for warcaster), a 2d4 when I miss with Great weapon master with divine soul feature, and shield gives me an effective AC of 27
Also, I am actually wondering about the effectiveness of a flying mount in space because when you leave the ship while in wildspace, you have no air. As a a wargforged, I don’t care. However, does a celestial, fey or fiend mount require oxygen?
Dropping fighter levels means I lose out on action surge. With 2 attacks, spirit shroud and great weapon master, I can do about 70-85 damage roughly. With action surge, I can double that on the big bad. Or I can cast command. Or whatever.
The 30 foot aura radius is tempting. Never got a chance to use it before. I do have 162 hp and a 22 ac without using shield.
I admit, I have always invested in play styles previously of building an impenetrable defense so I can focus on offense. But the swords bard will front line with me.
Too many options
Greater Steeds do need to breathe it looks like. There went the image of flying one in Wildspace
Maybe short trips to quickly strike enemy ships