So I joined a Text base DND Campaign and I showed my rolls to my DM and they said it was okay
Starting at Level 1 (Planning on getting Oath of Conquest) Reborn Race Str. 20 Dex. 15 Con. 16 Int. 15 Wis. 16 Cha. 18 (Yes I know, busted stats)
My Question is should I consider 2 Levels into Warlock? The whole point would be to get the Short Rest Spell Slots & Hexblades Curse, but with my Paladins Stats already, a straight build might be just fine. Wanted Opinions
Oh with those stats I would just stay Paladin, you get all the big things sooner. Then After lv6 you can reconsider... but I'd imagine Sorcerer would be more attractive with those stats.
Did you roll for stats individually or did you assign them, and did you go for a +2 and a +1 or three +1s? As there could be some minor tweaks. Like having an odd number in wisdom so that you could add Resilient (Wisdom) at a higher level. If you were considering Warlock I would stick the 20 in Charisma.
Do you want to go Sword and Board, Polearm Master, Great Weapon?
Rollback Post to RevisionRollBack
D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
The main advantage of Hexblade is that it turns Paladin from MAD to SAD, with those rolls, there isn't any real benefit to going SAD. Hexblades Curse is okay but you're not really getting anything more from Hexblade.
Depending on how many levels you want to dip, Sorcerer or Fighter might be better options. 1 levels of fighter gives you an Extra fighting style & Second Wind. 2nd level of fighter gives Action Surge. 3rd level gives you a few excellent choices for subclass, Champion gives you improved critical (one of the big benefit of hexblade's curse, without costing BAs), Eldritch Knight is going to give an extra spell slot (less than pure paladin tho) and a few spells from the wizard spell list (Find Familiar, Shield & Absorb Elements are examples of three good choices) and finally Battle Master gives Manoeuvrers which are busted OP. The main benefit of fighter is action surge
The benefit of Sorcerer mostly comes down to spell slot progression and a slightly higher choice of spells, Warlock doesn't get access to shield spell which can be insane on Paladin. At level 1, sorcerer would likely be giving higher levelled spell slot. level 2 guarentees bumping up the spell slot progression and gives font of magic, which would allow you to restore 1-1st level slot once per day. The subclass choices for Sorcerer are likely the following three: Clockwork Soul is probably the best choice, for the ability to remove advantage on an attack against you, divine soul for favored by the gods is also pretty good and a thematic fit for paladin, lastly shadow magic with strength of the grave can keep you standing when you should drop but thematically it is a weak fit, but a conquest paladin of the Raven Queen would work here. At 3rd level, Sorcerer gives meta-magic, some potentially good options in here.
Comparing to Warlock, Warlock at level 1 gives pact magic (yes these recover on short rest), access too Warlock spells (weaker than sorcerer but still some good choices) and a patron choice, Hexblade would be the normal go too for Paladin but that is usually for going SAD, where charisma is higher than strength (leave strength at 15 for plate), so other considerations are Fey for Fey Presense, charmed and frightened can be powerful conditions, The Fathomless, you can no longer drown and can summon tentacles to do extra damage as bonus action attacks, The undead, form of Dread can potentially be nice, temporary HP and ability to inflict frightened condition, and assuming you already looked up hexblade, Hexblade's curse is more damage output, Hex Warrior is usually the point of this dip but useless here as Strength is higher than Charisma however hexblade does also give access to the Shield Spell. At level 2, Eldritch Invocations come in, Agonizing Blast gives Eldritch Blast a huge damage increase, alternatively Fiendish Vigor is very nice for a Paladin, guaranteeing Temporary HP at the start of every battle is powerful.
3rd level for Warlock gives pacts, normally Hexblade pairs with Pact of the Blade, but this is again due to the MAD>SAD conversion, here that is less impactful and really is just giving you the ability to summon your weapon back to your hands or to have access to a variety of weapons (more so with improved pact weapon). Pact of the Chain gives you a slightly better find familiar, on top of already having the usual suspects of Owl(help+flyby) and Tressym(see invisibility+detect poison), you get a few extra options like Quasit and Sprite, these two can both turn invisible which makes them good scout choices, it also has some good eldritch invocation choices. Pact of the Tome gives the best cantrip choices in the game (book of ancient secrets gives access to rituals too).
Thematically most of the Warlock Patrons do not align with Paladin that well, conquest is more forgiving on that front (i.e. you made a deal with the devil to reclaim your father's land) and a Hexblade Patron does thematically fit a Conquest Paladin of the Raven Queen. Celestial Patron can work with most Paladins and archfey may also work with an ancient paladin.
It might look like warlock gives the most but it gives more options/choices, and at a 1 level dip, it's mixed with sorcerer, at a 2 or 3 level dip, fighter is the best. I wouldn't recommend going any higher into a dip, as level 17 for Paladin yields the 5th levelled spells, unless you're going for a very specific type of build that is. But just encase, at a level 5+ multiclass, I'd switch back to sorcerer giving more. They are all very good choices either way with good synergy with Paladin.
In my opinion, there is still plenty reason to consider multiclassing into warlock, and that’s to gain access to a strong ranged attack option in the form of EB+AB, alongside with access to the Shield spell.
However, one should never underestimate the power of a single purebred class getting things “on time.” By not multiclassing, you’re going g to unlock your aura as quick as possible, and with a 18 in CHA that’s no joke.
At lvl4, you could increase CHA to cap it out and get a +5 aura right off the bat. That’s incredibly powerful and it’ll be absolutely busted as a support tool for any nearby allies.
or, you could go with GWM, take advantage of your high STR and unleash all sorts of hell early on. A bit overkill in my opinion lol, it might make the campaign too easy so I’d recommend increasing CHA at 4 and picking up GWM at 8.
So I joined a Text base DND Campaign and I showed my rolls to my DM and they said it was okay
Starting at Level 1 (Planning on getting Oath of Conquest)
Reborn Race
Str. 20 Dex. 15 Con. 16 Int. 15 Wis. 16 Cha. 18 (Yes I know, busted stats)
My Question is should I consider 2 Levels into Warlock? The whole point would be to get the Short Rest Spell Slots & Hexblades Curse, but with my Paladins Stats already, a straight build might be just fine. Wanted Opinions
Oh with those stats I would just stay Paladin, you get all the big things sooner. Then After lv6 you can reconsider... but I'd imagine Sorcerer would be more attractive with those stats.
Did you roll for stats individually or did you assign them, and did you go for a +2 and a +1 or three +1s? As there could be some minor tweaks. Like having an odd number in wisdom so that you could add Resilient (Wisdom) at a higher level. If you were considering Warlock I would stick the 20 in Charisma.
Do you want to go Sword and Board, Polearm Master, Great Weapon?
D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
The main advantage of Hexblade is that it turns Paladin from MAD to SAD, with those rolls, there isn't any real benefit to going SAD. Hexblades Curse is okay but you're not really getting anything more from Hexblade.
Depending on how many levels you want to dip, Sorcerer or Fighter might be better options. 1 levels of fighter gives you an Extra fighting style & Second Wind. 2nd level of fighter gives Action Surge. 3rd level gives you a few excellent choices for subclass, Champion gives you improved critical (one of the big benefit of hexblade's curse, without costing BAs), Eldritch Knight is going to give an extra spell slot (less than pure paladin tho) and a few spells from the wizard spell list (Find Familiar, Shield & Absorb Elements are examples of three good choices) and finally Battle Master gives Manoeuvrers which are busted OP. The main benefit of fighter is action surge
The benefit of Sorcerer mostly comes down to spell slot progression and a slightly higher choice of spells, Warlock doesn't get access to shield spell which can be insane on Paladin. At level 1, sorcerer would likely be giving higher levelled spell slot. level 2 guarentees bumping up the spell slot progression and gives font of magic, which would allow you to restore 1-1st level slot once per day. The subclass choices for Sorcerer are likely the following three: Clockwork Soul is probably the best choice, for the ability to remove advantage on an attack against you, divine soul for favored by the gods is also pretty good and a thematic fit for paladin, lastly shadow magic with strength of the grave can keep you standing when you should drop but thematically it is a weak fit, but a conquest paladin of the Raven Queen would work here. At 3rd level, Sorcerer gives meta-magic, some potentially good options in here.
Comparing to Warlock, Warlock at level 1 gives pact magic (yes these recover on short rest), access too Warlock spells (weaker than sorcerer but still some good choices) and a patron choice, Hexblade would be the normal go too for Paladin but that is usually for going SAD, where charisma is higher than strength (leave strength at 15 for plate), so other considerations are Fey for Fey Presense, charmed and frightened can be powerful conditions, The Fathomless, you can no longer drown and can summon tentacles to do extra damage as bonus action attacks, The undead, form of Dread can potentially be nice, temporary HP and ability to inflict frightened condition, and assuming you already looked up hexblade, Hexblade's curse is more damage output, Hex Warrior is usually the point of this dip but useless here as Strength is higher than Charisma however hexblade does also give access to the Shield Spell. At level 2, Eldritch Invocations come in, Agonizing Blast gives Eldritch Blast a huge damage increase, alternatively Fiendish Vigor is very nice for a Paladin, guaranteeing Temporary HP at the start of every battle is powerful.
3rd level for Warlock gives pacts, normally Hexblade pairs with Pact of the Blade, but this is again due to the MAD>SAD conversion, here that is less impactful and really is just giving you the ability to summon your weapon back to your hands or to have access to a variety of weapons (more so with improved pact weapon). Pact of the Chain gives you a slightly better find familiar, on top of already having the usual suspects of Owl(help+flyby) and Tressym(see invisibility+detect poison), you get a few extra options like Quasit and Sprite, these two can both turn invisible which makes them good scout choices, it also has some good eldritch invocation choices. Pact of the Tome gives the best cantrip choices in the game (book of ancient secrets gives access to rituals too).
Thematically most of the Warlock Patrons do not align with Paladin that well, conquest is more forgiving on that front (i.e. you made a deal with the devil to reclaim your father's land) and a Hexblade Patron does thematically fit a Conquest Paladin of the Raven Queen. Celestial Patron can work with most Paladins and archfey may also work with an ancient paladin.
It might look like warlock gives the most but it gives more options/choices, and at a 1 level dip, it's mixed with sorcerer, at a 2 or 3 level dip, fighter is the best. I wouldn't recommend going any higher into a dip, as level 17 for Paladin yields the 5th levelled spells, unless you're going for a very specific type of build that is. But just encase, at a level 5+ multiclass, I'd switch back to sorcerer giving more. They are all very good choices either way with good synergy with Paladin.
In my opinion, there is still plenty reason to consider multiclassing into warlock, and that’s to gain access to a strong ranged attack option in the form of EB+AB, alongside with access to the Shield spell.
However, one should never underestimate the power of a single purebred class getting things “on time.” By not multiclassing, you’re going g to unlock your aura as quick as possible, and with a 18 in CHA that’s no joke.
At lvl4, you could increase CHA to cap it out and get a +5 aura right off the bat. That’s incredibly powerful and it’ll be absolutely busted as a support tool for any nearby allies.
or, you could go with GWM, take advantage of your high STR and unleash all sorts of hell early on. A bit overkill in my opinion lol, it might make the campaign too easy so I’d recommend increasing CHA at 4 and picking up GWM at 8.
Hey there! Yes they were all rolled on camera on Discord, so I had footage of this/pictures
The Rolls were 18, 17, 16, 16, 15, 15 with +2 in STR & +1 in CHA
The only thing I might take the Warlock for is the Short Rest Spell Slots for Smites XD