Nahhh... get 13 in DEX while wearing Heavy armor and at least you can either get a feat to earn 10 ft more of movement or either you can get a +1 on initiative rolls.
We all know the Disadvantage in stealthing sucks for a Paladin, but at least when we are dungeoneering or trying to be as silence as we can, let's put a +1 in movements.
Sure, those builds are fun, but by the time you're playing it that way why not just play as a STR paladin? (Assuming its not roll for attributes.) Then go to town with big weapons, etc., playing the heavy tank. The Pact Weapon Paladin is fun being not that tank build. And I can admit that my preferences for certain parts of my build may be technically sub-optimal because of personal preference (in this case the slightly higher WIS score for the reasons stated before) and build character.
Dex 10 - Jormunder, as you said "Dexterity is initiative". So I'll trade +2 dex for -1 AC, i.e., medium armor instead of plate mail. Which means only needing STR 13. And then using ASIs for +2 Attributes instead of +1+ability. And usually I find +2 attributes is more fun/effective than the special abilities of several of the feats. (For me; I know others disagree strongly.) With some notable exceptions. "Shield Master is great" as you said R3sistance, more so for STR builds of course.
The stats I gave already have strength at 13. You could still go for medium armor to increase your speed, but that would require sacrifices elsewhere.
I rolled very well on my stats, so I’m not sure if I should go two-handed, sword-and-board, or dual-wielding. Right now, since I’m such a low level, I plan to use a shield until Tier 2 when I can get better armor.
I was thinking of going to Level 6 in Paladin for the aura, but I’m not sure where to go after that.
The group includes a monk, ranger, and cleric.
A Whisper Bard could be a good choice for the added melee damage. Two levels of Warlock would give me a familiar and Eldritch Blast. Is there anything else I should consider? Thanks for reading my post!
I've commented on this thread but ignored the OP as I find 18, 16, 16, 16, 15, 10 a little OP'ed already. But using these attributes what I would recommend is the following build.
For weapons, Pike and Halberd are preferable (Push + Cleave). For cantrips you'll want Booming Blade, Green-Flame Blade & Eldritch Blast for using with Bard's extra attack.
For spells, early on Divine Favor is good, at level 17, pick up spirit shroud.
stats: 16,16,16,10,16(15+1),20(18+2) (these rolls are ridiculous)
Custom Background: Wisdom & Charisma, Tough/Magic Initiate (wizard[mainly for find familiar for advantage on attack rolla])
Human: Feat: Tough/Magic Initiate (wizard) (whichever one you didn't pick from the background)
Paladin 1: Heavy armor training, Weapon mastery, 5 hp of healing, Martial weapon proficiency. Spells: divine smite, divine favor
Warlock 1-2: Pact of the Blade, Agonizing Blast (true strike), Repelling Blast/Eldritch Mind/Fiendish Vigor, hex
Valor Bard 1-6: Many more spell slots, Extra Attack, Feat: idk, would've been asi, but cha. is already 20. Probably GWM.
Celestial Warlock 3-6: Radiant Soul (~5 extra dpr[guaranteed if using sword with graze]), Eldritch Smite, spirit shroud if third party content is allowed, Feat
Both fun builds.The blind fighting is a surprising choice (to me) and I'm sure very surprising to enemies when it kicks in. Or ending off with two epic bones (ASI) in a row. Both fun ideas.
Both fun builds.The blind fighting is a surprising choice (to me) and I'm sure very surprising to enemies when it kicks in. Or ending off with two epic bones (ASI) in a row. Both fun ideas.
For a Polearm build, it's really only three viable Fighting Styles, Blind Fighting, Defense & interception.
Interception is for if you have another front liner you want to mitigate some damage for, it can be a nice use of a reaction, however Polearm Master has it's own reaction you probably want to use first when it comes up.
Defense is a nice constant +1AC while wearing armour, a bit of a boring (vertical progression only)
Blind Fighting, while situational, is far more impactful in those situations. More so, pair Blind Fighting with the darkness spell or other similar effects and you get easy advantage against many foes, you can have another caster cast it for you or pick it up with either a multiclass (such as warlock) or by being an Infernal Tiefling. Lastly it also gives you a way to deal with invisible creatures, prepare shining smite and if ever you see an invisible creature, smite it and make it visible to the whole party.
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Nahhh... get 13 in DEX while wearing Heavy armor and at least you can either get a feat to earn 10 ft more of movement or either you can get a +1 on initiative rolls.
We all know the Disadvantage in stealthing sucks for a Paladin, but at least when we are dungeoneering or trying to be as silence as we can, let's put a +1 in movements.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
The stats I gave already have strength at 13. You could still go for medium armor to increase your speed, but that would require sacrifices elsewhere.
I've commented on this thread but ignored the OP as I find 18, 16, 16, 16, 15, 10 a little OP'ed already. But using these attributes what I would recommend is the following build.
Strength 18, Dexterity 15, Constitution 17(16+1), Intelligence 10, Wisdom 16, Charisma 18(16+2)
Background Merchant - Lucky
Level 1 Paladin 1 - Lay on Hands, Spellcasting ( Paladin ) , Weapon Mastery
Level 2 Paladin 2 - Fighting Style( Blind Fighting ), Paladin's Smite
Level 3 Paladin 3 - Channel Divinity, Paladin Subclass ( Oath of Devotion ), Oath of Devotion Spells, Sacred Weapon
Level 4 Paladin 4 - Feat ( Great Weapon Master ( +Strength) )
Level 5 Paladin 5 - Extra Attack, Faithful Steed
Level 6 Paladin 6 - Aura of Protection
Level 7 Bard 1 - Bardic Inspiration, Spellcasting ( Bard )
Level 8 Bard 2 - Expertise, Jack of all Trades
Level 9 Bard 3 - Bard Subclass ( College of Valor ), Combat Inspiration, Martial Training
Level 10 Bard 4 - Feat ( Polearm Master (+Strength) )
Level 11 Bard 5 - Font of Inspiration
Level 12 Bard 6 - Extra Attack
Level 13 Warlock 1 - Eldritch Invocation ( +Pact of the Tome ), Pact Magic ( Warlock )
Level 14 Warlock 2 - Magical Cunning, Eldritch Invocation ( +Fiendish Vigor, Agonizing Blast (Eldritch Blast) )
Level 15 Warlock 3 - Warlock Subclass ( *Any* )
Level 16 Warlock 4 - Feat ( Resilient (Constitution) )
Level 17 Warlock 5 - Eldritch Invocation ( +Eldritch Mind, Repelling Blast )
Level 18 Warlock 6 - * Subclass Feature *
Level 19 Warlock 7 - Eldritch Invocation ( Devil's Sight )
Level 20 Warlock 8 - Feat ( Ability Score Improvement ( +Charisma, +Charisma ) )
For weapons, Pike and Halberd are preferable (Push + Cleave). For cantrips you'll want Booming Blade, Green-Flame Blade & Eldritch Blast for using with Bard's extra attack.
For spells, early on Divine Favor is good, at level 17, pick up spirit shroud.
Here's an idea I've been toying with for a while:
stats: 16,16,16,10,16(15+1),20(18+2) (these rolls are ridiculous)
Custom Background: Wisdom & Charisma, Tough/Magic Initiate (wizard[mainly for find familiar for advantage on attack rolla])
Human: Feat: Tough/Magic Initiate (wizard) (whichever one you didn't pick from the background)
Paladin 1: Heavy armor training, Weapon mastery, 5 hp of healing, Martial weapon proficiency. Spells: divine smite, divine favor
Warlock 1-2: Pact of the Blade, Agonizing Blast (true strike), Repelling Blast/Eldritch Mind/Fiendish Vigor, hex
Valor Bard 1-6: Many more spell slots, Extra Attack, Feat: idk, would've been asi, but cha. is already 20. Probably GWM.
Celestial Warlock 3-6: Radiant Soul (~5 extra dpr[guaranteed if using sword with graze]), Eldritch Smite, spirit shroud if third party content is allowed, Feat
Devotion Paladin 2-3: Paladin's Smite, Sacred Weapon
Champion Fighter 1-3: Improved Critical, Action Surge, Second Wind
Devotion Paladin 4: Epic boon
Champion Fighter 4: Epic boon
Both fun builds.The blind fighting is a surprising choice (to me) and I'm sure very surprising to enemies when it kicks in. Or ending off with two epic bones (ASI) in a row. Both fun ideas.
For a Polearm build, it's really only three viable Fighting Styles, Blind Fighting, Defense & interception.
Interception is for if you have another front liner you want to mitigate some damage for, it can be a nice use of a reaction, however Polearm Master has it's own reaction you probably want to use first when it comes up.
Defense is a nice constant +1AC while wearing armour, a bit of a boring (vertical progression only)
Blind Fighting, while situational, is far more impactful in those situations. More so, pair Blind Fighting with the darkness spell or other similar effects and you get easy advantage against many foes, you can have another caster cast it for you or pick it up with either a multiclass (such as warlock) or by being an Infernal Tiefling. Lastly it also gives you a way to deal with invisible creatures, prepare shining smite and if ever you see an invisible creature, smite it and make it visible to the whole party.