Good afternoon, everyone. I’d appreciate some help from the community in putting together a Paladin/Warlock multiclass build using the 2024 5.5e rules.
The idea is basically to recreate, as closely as possible, what the Hexadin used to be under the 2014 5e rules.
I’m currently thinking of a level 3 Oath of Vengeance Paladin with a 1-level dip into Warlock, taking Pact of the Blade.
Which cantrips, spells, and other options should I take to get the most efficiency and synergy out of this build?
It is worth noting that Hexadin was primarily a term used under the 2014 rules because Hexblade was the only Warlock subclass that could use Charisma to make weapon attacks through their Hex Warrior feature which they got at level 1
In 2024, Warlock subclasses now become available at level 3, but Pact of the Blade was changed to an Invocation you can get at level 1, as well as giving it the ability to let you use Charisma to attack with your Pact weapon.
This makes it no longer necessary to take the Hexblade subclass to make the class combination work. Some of the other subclasses actually might be even more powerful in a build that is Paladin 6/Warlock X. Archfey Warlocks get to cast Misty Step multiple times a day, which is nice for getting into melee. Fiend Warlocks get temporary hit points every time they kill something or something dies within 10 feet of them. There are even some nice interactions with the Celestial Warlock who get a buff to spells that deal radiant or fire damage (like Divine Smite and Searing Smite). A lot more powerful combinations available now, each with their own unique perks.
The level of investment into the multiclass really has a big importance here. I personally would probably recommend going 1, 3, 6 or 8 levels into Warlock. The more levels the bigger the investment.
Obviously for a level 1 dip, Pact of the Blade.
A 3 level investment gives 2 2nd level pact magic slots which can be helpful for paladin with limited number of pact slots, also subclasses, Archfey and Celestial probably are the easiest, if you wanted to go the darker route then fiend also exists which can work with a Vengeance Paladin, making a pact to fight a GREATER evil then the Fiend. However Celestial is probably the better thematic choice. Celestial gives more healing, Fiend gives a source of Temp HP, tho might not stack best with Fiendish Vigor (if taking that invocation)
A 6 level investment, a big investment on for multiclass, would limit Paladin to level 14 when Vengeance Paladin gets soul of vengeance at 15, also would not get access to 5th level Paladin Spells. However would get 3rd level Warlock spells, a few more invocations and 3rd level pact slots. Notably 6 would give the 2nd subclass features.
For Archfey that is the ability to cast Misty Step as a reaction when taking damage (and still having the other misty step bonuses) while Celestial gives +Charisma damage when casting a spell that does Radiant or Fire damage... it does not restrict itself to Warlock spells, meaning some smite spells can benefit from this and you gain resistance to radiant damage. For Fiend gives the ability to add 1d10 rolls to saving throws and ability checks/charisma modifier times per day.
8 levels is dropping 4th level paladin spells and restoring touch for getting 4th level Warlock spells and an ASI (5 ASIs, so not losing any)
As for Invocations, I'd advise the following
Warlock Level 1: Pact of the Blade (obviously the whole point)
Warlock Level 2: Agonizing Blast - on Eldritch Blast, this gives you a good ranged damage option
Warlock Level 2: Fiendish Vigor - +12 Temp HP every cast, good cast between every battle.
Devil's Sight is also an option for level 2... but I'd skip it and take blind fighting style instead for Paladin if you think you need some ability to see in darkness (Magical or Non-Magical), I wouldn't specialise in Devil's Sight as a Paladin Main.
Warlock Level 5: Eldritch Smite - The ability to use Pact Magic Slots to output more damage, great for crit fishing or for inflicting the Prone Condition (Huge or smaller).
There are no more good invocations for this build until Warlock 9... so I would instead recommend taking Gift of the Depths, Gaze of Two Minds or Master of Myriad Forms
Gifts of Depths - Water, if it ever comes up, can be deadly, more so if it's fast moving. The swim speed, ability to breath water and the ability to cast water breathing is a great counter to any situation where water can be a danger.
Gaze of Two Minds - if you're a bit evil... you use this on your Find Steed, Otherworldly Steed and send them first into dungeons or trap filled areas... definitely feels like it's a more evil option
Master of Myriad Forms - the ability to cast Alter Form infinitely so, as long as you can cast. Notably another way to gain water breathing, albeit without the ability to cast water breathing on the whole party. Also the ability to take on the form of other similar creatures. You'd probably not rely on the natural weapons as you want to be using your pact weapon.
Good afternoon, everyone. I’d appreciate some help from the community in putting together a Paladin/Warlock multiclass build using the 2024 5.5e rules.
The idea is basically to recreate, as closely as possible, what the Hexadin used to be under the 2014 5e rules.
I’m currently thinking of a level 3 Oath of Vengeance Paladin with a 1-level dip into Warlock, taking Pact of the Blade.
Which cantrips, spells, and other options should I take to get the most efficiency and synergy out of this build?
I did a search on Hexadin as I have never heard of that (sub)class. I couldn't find anything. What book was a Hexadin in?
Hexadin is a slang term for a multiclass character with levels in Paladin and Warlock, using the Hexblade subclass for the latter.
pronouns: he/she/they
It is worth noting that Hexadin was primarily a term used under the 2014 rules because Hexblade was the only Warlock subclass that could use Charisma to make weapon attacks through their Hex Warrior feature which they got at level 1
In 2024, Warlock subclasses now become available at level 3, but Pact of the Blade was changed to an Invocation you can get at level 1, as well as giving it the ability to let you use Charisma to attack with your Pact weapon.
This makes it no longer necessary to take the Hexblade subclass to make the class combination work. Some of the other subclasses actually might be even more powerful in a build that is Paladin 6/Warlock X. Archfey Warlocks get to cast Misty Step multiple times a day, which is nice for getting into melee. Fiend Warlocks get temporary hit points every time they kill something or something dies within 10 feet of them. There are even some nice interactions with the Celestial Warlock who get a buff to spells that deal radiant or fire damage (like Divine Smite and Searing Smite). A lot more powerful combinations available now, each with their own unique perks.
The level of investment into the multiclass really has a big importance here. I personally would probably recommend going 1, 3, 6 or 8 levels into Warlock. The more levels the bigger the investment.
Obviously for a level 1 dip, Pact of the Blade.
A 3 level investment gives 2 2nd level pact magic slots which can be helpful for paladin with limited number of pact slots, also subclasses, Archfey and Celestial probably are the easiest, if you wanted to go the darker route then fiend also exists which can work with a Vengeance Paladin, making a pact to fight a GREATER evil then the Fiend. However Celestial is probably the better thematic choice. Celestial gives more healing, Fiend gives a source of Temp HP, tho might not stack best with Fiendish Vigor (if taking that invocation)
A 6 level investment, a big investment on for multiclass, would limit Paladin to level 14 when Vengeance Paladin gets soul of vengeance at 15, also would not get access to 5th level Paladin Spells. However would get 3rd level Warlock spells, a few more invocations and 3rd level pact slots. Notably 6 would give the 2nd subclass features.
For Archfey that is the ability to cast Misty Step as a reaction when taking damage (and still having the other misty step bonuses) while Celestial gives +Charisma damage when casting a spell that does Radiant or Fire damage... it does not restrict itself to Warlock spells, meaning some smite spells can benefit from this and you gain resistance to radiant damage. For Fiend gives the ability to add 1d10 rolls to saving throws and ability checks/charisma modifier times per day.
8 levels is dropping 4th level paladin spells and restoring touch for getting 4th level Warlock spells and an ASI (5 ASIs, so not losing any)
As for Invocations, I'd advise the following
Warlock Level 1: Pact of the Blade (obviously the whole point)
Warlock Level 2: Agonizing Blast - on Eldritch Blast, this gives you a good ranged damage option
Warlock Level 2: Fiendish Vigor - +12 Temp HP every cast, good cast between every battle.
Devil's Sight is also an option for level 2... but I'd skip it and take blind fighting style instead for Paladin if you think you need some ability to see in darkness (Magical or Non-Magical), I wouldn't specialise in Devil's Sight as a Paladin Main.
Warlock Level 5: Eldritch Smite - The ability to use Pact Magic Slots to output more damage, great for crit fishing or for inflicting the Prone Condition (Huge or smaller).
There are no more good invocations for this build until Warlock 9... so I would instead recommend taking Gift of the Depths, Gaze of Two Minds or Master of Myriad Forms
Gifts of Depths - Water, if it ever comes up, can be deadly, more so if it's fast moving. The swim speed, ability to breath water and the ability to cast water breathing is a great counter to any situation where water can be a danger.
Gaze of Two Minds - if you're a bit evil... you use this on your Find Steed, Otherworldly Steed and send them first into dungeons or trap filled areas... definitely feels like it's a more evil option
Master of Myriad Forms - the ability to cast Alter Form infinitely so, as long as you can cast. Notably another way to gain water breathing, albeit without the ability to cast water breathing on the whole party. Also the ability to take on the form of other similar creatures. You'd probably not rely on the natural weapons as you want to be using your pact weapon.