I have not multiclassed Paladin/Warlock in my time playing. I am not truly interested in min-maxing for DPR but leaning more towards utility without sacrificing the Melee-style combat orientation
Character Info
Race: Dwarf (Mountain)
Class: Paladin - Oath of Vengeance
Background: Soldier
Paladin Level: 6
Feat: Sentinel
Primary Weapons: +1 Warhammer w/Shield
AC: 21
Our DM had us do supervised rolls for our ability scores and I did really well imho. Racial Modifiers are included.
STR: 20
DEX: 15
CON: 20
INT: 15
WIS: 17
CHA: 18
So the meat of what I am going to get at is when it would be fitting to take a three level dip into the Warlock class. I was considering after Paladin level 8 because I would like to get my 8th level ASI to boost Charisma and the Relentless Avenger feature stacks very nicely with the Sentinel Feat which helps my party in combat initiatives, but then again the utility that the Warlock brings to the table will immediately benefit my party for more than just combat.
I would be taking the Celestial as my Patron, and Pact of the Tome will be my Boon.
Yikes. If you like paladins, then play a paladin, if you like warlocks play a warlock. If you have low statistics and your character is suffering as a paladin because your str and dex are 13 or less? Taking one level in hexblade warlock to steal the charisma to hit with one handed melee weapons makes a great deal of sense, rather than scrapping a character. (especially in a story heavy game where the stalwart holy knight just walks off never to be seen again, replaced by Johnny Come-lately who no one knows.
Beyond that if your not interested in 'maximum possible buffs' thats all you need to worry about. If you want to get the most out of paladins alone you should be aware that:
You need str 15 to allow wearing platemail
You want 20 charisma for the 6th level charisma bonus to saves in 10' (spell dc's dont have to be a priority if you choose spells that dont use them)
Constitution might be nice to have at some point, unless your an archery paladin?
Thats the lot. And with your statistics, why would you need warlock at all? You have maximum strength and shortly maximum charisma so Multiclassing for non power spike reasons isnt necessary. Every level lost to another class will slow your spells known progression so whilst you will gain alternative spells you will cost yourself higher level ones.
Enjoy yourself regardless of what you choose to do and have fun.
I am interested in the reason why you thought of this in the first place. I can tell you don't want to focus on the damage part of it, but with paladin and taking celestial it seems like an on purpose choice instead of just taking it because it sounds cool.
Are there rp reasons for wanting this along with the fighting part?
Yikes. If you like paladins, then play a paladin, if you like warlocks play a warlock. If you have low statistics and your character is suffering as a paladin because your str and dex are 13 or less? Taking one level in hexblade warlock to steal the charisma to hit with one handed melee weapons makes a great deal of sense, rather than scrapping a character. (especially in a story heavy game where the stalwart holy knight just walks off never to be seen again, replaced by Johnny Come-lately who no one knows.
Beyond that if your not interested in 'maximum possible buffs' thats all you need to worry about. If you want to get the most out of paladins alone you should be aware that:
You need str 15 to allow wearing platemail
You want 20 charisma for the 6th level charisma bonus to saves in 10' (spell dc's dont have to be a priority if you choose spells that dont use them)
Constitution might be nice to have at some point, unless your an archery paladin?
Thats the lot. And with your statistics, why would you need warlock at all? You have maximum strength and shortly maximum charisma so Multiclassing for non power spike reasons isnt necessary. Every level lost to another class will slow your spells known progression so whilst you will gain alternative spells you will cost yourself higher level ones.
Enjoy yourself regardless of what you choose to do and have fun.
I do like Paladins and have played them, and the same with Warlock's. They are by far my favorite classes, I just haven't ever thought of multiclassing them together until very recently and was curious at what level would suit the character best. I'm not sure what you mean by scrapping a character though, I am invested in this one and was leaning towards when it would be a good time to dip into Warlock because the Celestial Patron has a good feel to it. There are drawbacks to multiclassing which I understand, and there are also potential strengths to it as well. In this case I would gain several cantrips, access to short-rest recharge spells, and share a casting ability score. There is also the Healing Light from Celestial which seems promising enough that couples with Lay On Hands. The RP element of it will unquestionably be fruitful and give the character more meaning, but mechanically I am at a loss to when I should commit to taking the level of Warlock.
Perhaps I am also just wanting too much too soon. I did intentionally leave out a lot of details in hopes that it would spark questions and conversations, possibly opening up new lines of thought and connections I hadn't thought of.
I am interested in the reason why you thought of this in the first place. I can tell you don't want to focus on the damage part of it, but with paladin and taking celestial it seems like an on purpose choice instead of just taking it because it sounds cool.
Are there rp reasons for wanting this along with the fighting part?
Like this, for instance.
I thought of it because of recent events which have transpired in the setting our character's are in. Essentially my adventuring group was responsible for collecting damning information about a, for lack of better term, cult and the influence it was building over the village in which we arrived. The long and short of it is that we found the information, turned it over to the party which sought this, and in their rage at the mere factual presence of their influence, destroyed the entire village (save for us) in one fell strike.
The creature was a Legendary said to be one of three Horsemen for the Hag queen, easily irritable and even quicker to dispense with his brand of justice. His name is Burning Day.
After the village was destroyed, my Paladin suffered pretty traumatic feelings and unbearable anger at the unnecessary destruction, and even though he was used to a life of blood and battle from his time in the disbanded mercenary company where he was from, this was a bit too much for him to handle. There were genuinely innocent people by the thousands that were killed whom had no idea that the influence of the cult was even a thing. This included many, many children which he had just saved from a previous village with his adventuring party and was bringing them here for refuge.
He is now seeking repentance for what happened because he feels solely responsible for the outcome and figured there could have been alternative means to providing this information which was requested of him and his party to be handed over that would not have destroyed the village. In his mind, it was not inevitable the destruction brought on to the (mostly) innocent population. He also desires power so he can ultimately confront Burning Day about what he did. He is more interested in bring Burning Day to justice than fighting with him although a fight is very likely to break out.
The Paladin is a follower of Clangeddin Silverbeard, devoutly at that, and has gone to several temples looking for answers and assistance in the matter, hoping his efforts will be matched by his fellow adventurers; a Divine Soul Sorcerer, a Circle of the Moon Druid, a Fighter/Rogue Drow, and a College of Glamour Bard. So far the Divine Soul Sorcerer has tried to 'recruit' my Paladin into taking up a patron deity other than Clangeddin in order to expedite the process to help resolve the conflict with Burning Day, and my Paladin (whose name is Thronin Allbreaker btw) is sincerely considering it.
Oh wow, so it does seem like there is a actual reason for your character to be a warlock as well as paladin. I don't see a conflict on it because it makes sense that even a paladin with their kind of magic can seek out more magic especially if its the same kind, which is why I am guessing you picked celestial and not fiend archefey or hexblade or something else entirely. Raven queen could be cool too but probably too dark for your character based on this little bit you told us.
I agree with Moondruidsneversleep though at the end, you should have fun with whatever you decide to do, but here is my vote:
Take the levels in warlock when you think the story you are in is going to make sense. It will probably be before palladin level 8 since you are already level 6. Your character is already really physically strong by the looks of you ability scores so that is not a issue. I think alternating levels is probably a good idea but instead of just taking one at a time, maybe do two warlock, one pally, then one more warlock to round out that pact of the tome.
I think alternating levels is probably a good idea but instead of just taking one at a time, maybe do two warlock, one pally, then one more warlock to round out that pact of the tome.
Either this or get to Paladin level 8 then take all three levels in Warlock because level 9 Paladin is empty mechanically but 10 is pretty good. Taking two levels in Warlock makes sense in a story sense because you can arc into the development of your new powers or whatever you wanna call them and use the time to RP learning how to use your Tome. All three levels give you a tying them together so either one seems to be a better idea than splitting them up randomly. Take the level 8 ASI and get your Charisma score to 20 so you benefit more from Aura of Protection plus that will help boost your spellcasting ability since both classes share Charisma. That is my 2 cents.
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When things don't go your way, declare a K.O. and Dempsey Roll the guy in front.
Taking two levels in Warlock makes sense in a story sense because you can arc into the development of your new powers or whatever you wanna call them and use the time to RP learning how to use your Tome.
That actually seems like a neat idea, and makes a great deal of sense. The story is naturally progressing that way as is, so it wouldn't be too difficult to integrate the leveling process based on that idea. Wish I had thought of it that way, lol!
The consensus does seem to be hit Pally level 8 first for the boost to Char, so I believe that will ultimately be what I end up doing. Thank you all so far for the input. =D
Wow, you rolled ridiculously well. Screw Warlock, go with Sorcerer as your second class. The main reason for going with Warlock is to reduce the MADness of Paladin, but you don't have that issue.
RP-wise, Divine Soul Sorcerer checks the same boxes as Celestial Patron and then some.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Wow, you rolled ridiculously well. Screw Warlock, go with Sorcerer as your second class. The main reason for going with Warlock is to reduce the MADness of Paladin, but you don't have that issue.
RP-wise, Divine Soul Sorcerer checks the same boxes as Celestial Patron and then some.
I will take a look into that as well, thank you for the suggestion!
The main reason I would see to do the Warlock (and by the way I would aim for 4 levels for the ASI not to be missed) would be primarily for the short rest spell slots for smiting, because you're really not likely to be using your warlock spells much with stats like you rolled. You don't need the warlock spells for blasting with a +5 from your strength to hit things with that warhammer. So really the benefit there is the extra ritual spells and likely utility cantrips you'd get with pact of the tome. Unless you take warcaster you're not likely to be casing much in battle anyway with both hands full, the shield can act as divine focus for casting if it has your holy symbol, but you can't say the same for arcane magic from the warlock or sorcerer. That's really the benefit over sorcerer which still uses long rest. Personally with stats like that though, I would stick with straight paladin and maybe consider throwing an ASI feat at Magic initiate Sorcerer or Warlock if there's a particular couple cantrips and more wizardly spell you want to be able to toss around.
The main reason I would see to do the Warlock (and by the way I would aim for 4 levels for the ASI not to be missed) would be primarily for the short rest spell slots for smiting, because you're really not likely to be using your warlock spells much with stats like you rolled. You don't need the warlock spells for blasting with a +5 from your strength to hit things with that warhammer. So really the benefit there is the extra ritual spells and likely utility cantrips you'd get with pact of the tome. Unless you take warcaster you're not likely to be casing much in battle anyway with both hands full, the shield can act as divine focus for casting if it has your holy symbol, but you can't say the same for arcane magic from the warlock or sorcerer. That's really the benefit over sorcerer which still uses long rest. Personally with stats like that though, I would stick with straight paladin and maybe consider throwing an ASI feat at Magic initiate Sorcerer or Warlock if there's a particular couple cantrips and more wizardly spell you want to be able to toss around.
I have been talking it over with my DM about the story-rich elements that would have my Paladin take a few levels into the Warlock class and he addressed what you mentioned here also, which is something I hadn't thought of. Mechanically speaking I will be gaining a couple useful cantrips with Celestial (Light and Sacred Flame) that fit thematically with my Pally's whole "Silver and Radiance" vibe, then the additional two cantrips right away from taking Warlock which I can use to help my Sorcerer and Druid on those rounds I can't quite get to them if I don't have enough movement speed (sparing variables for the sake of presentation). Healing Light is also a bonus as useful because I can use that at range whereas Lay On Hands is touch. I asked him if it felt like I was trying to accomplish too much as one person, and if this would undermine the other members of the party because that is the last thing I want to do to them, and he actually told me he thought it was a good idea that I was trying to relieve some of the pressure from the other members by offering utility when it is needed and not doing it just to take the spotlight. That is, in effect, what one of my goals is.
I can and have very frequently one-hit killed (with extra attack, so two hits actually?) many an enemy with my Warhammer with and without using Divine Smite. The Short Rest spell slot recovery will very efficiently help with using this more frequently, and we have been running into a mother-freaking-lot of undead lately. So Suffice it to say when I do that and still have time to move and can provide buffs for the party, and also help perform lockdowns on enemies so my casters can nuke them or get away to a safer area it helps as a whole. Two other cantrips I am considering taking with my Pact of the Tome will be Green-Flame Blade and Booming Blade. He and I discussed those at length and he signed off on them being perfectly okay to take, but we would have to find a way to flavor it in to the character and his new-found abilities so it doesn't seem like he just all of a sudden got a Thunderously powered Fire Hammer, lol.
My DM spoke with me also about the Somatic component requirements of the Warlock spells and the fact that I wield a Shield and Warhammer almost all the time now (we actually ran a session this past Saturday and I managed to find a +1 shield!) and concluded that I will have to take Warcaster if I want to use the spells (except Booming Blade and Green-Flame Blade), but said he may make an exception for the two Celestial cantrips Light and Sacred Flame depending on how I flavor them into the multiclass situation and if they turn out to be easily abused.
Apologies if this response seems jumbled, I was writing it in a hurry on my lunch break at work.
Me personally I would still go Warlock for the Hex spell as its INSANE for paladins, Eldritch Blast (As Paladins are limited in their range capabilities if you go for a Strength build), and Extra smite spell slots that recharge on a short rest.
I wanted to dip 3 levels of warlock because I felt it would compliment the gaps of my Paladin (who was at level 13). I thought Hexblade was a perfect fit and my DM loved it. I'm now level 16 with 3 more in Warlock (pact of the chain). My patron is my sentient sword that is a holy weapon that is made of stain glass. The familiar I summon is my sword's consciousness which looks like a stain glass glowing orb which my DM created with it's own stats and low level spells it can cast.
Story wise we made it work without clashing with my vows to Illmater. We were on a side mission when we levelled up and a celestial reached out to me asking for help and I said I would (he can't turn down one in need). My 1st level warlock magic was still channelling through my Illmater spell focus until we found the sword to which now that is my spell casting focus for my paladin spells (all with stain glass effects). The sword is an opportunity for my DM to role play and has really solidified who my character is. I love my paladin warlock.
For my PadLock, we started at level 3. I had played a Hexblade/Swashbuckler all the way to 17/3, so I wanted to go a lighter, Lawful Good PC this time around. I went with Protector Aasimar, Oath of Devotion Paladin, and Celestial Warlock. Not really going for min/maxing here, it's more RP related. She found a magic sword in a lake that looks totally rusty and worthless, until she grips the handle. She's our party's combat healer, and usually the voice of "goodness."
She worships Athena, and seeks her wisdom. Her patron is Alke, and she seeks her out for courage. So far, I've changed classes whenever she needed guidance... after an encounter left her in fear, she took the Warlock levels.
Started with 2 Paladin, then did 2 Warlock, then 3 more Paladin so far. It's about time she goes PotB soon...
Our DM had us do supervised rolls for our ability scores and I did really well imho. Racial Modifiers are included.
STR: 20
DEX: 15
CON: 20
INT: 15
WIS: 17
CHA: 18
You were rolling 10 sided dice for abilities? lol
Haha, nah nothing like that. My DM does things a little differently; we roll five d6's (instead of three or four like some groups I've seen), dropping the lowest two dice in that roll. We do that a total of seven times (instead of just six which seems to be what most groups do). The lowest roll-total overall gets dropped. We don't roll in any particular order, so we can place stats as needed. It basically just gives us a better chance at getting higher scores for homebrew games since they're usually a lot more tough. I just happened to do very well that time around.
I would start with 2 levels of Hexblade Warlock, so that your all your martial and spell stats can focus on just CHA. You'll also get Invocations and 2 spell slots for things like shield. And also Hexblade Curse is a nice little adder. If you're good with sword and board, just go 2 Warlock. If you want to go two-handed weapon, go 3 and pick Pact of the Blade.
THEN go Paladin. You got some really nice perks and you're not having to spread ASI points across so many stats. You'll just need a 15 strength if you want heavy armor. If you're good with medium armor, all you need is 14 DEX, a decent CON, and pump CHA.
Our DM had us do supervised rolls for our ability scores and I did really well imho. Racial Modifiers are included.
STR: 20
DEX: 15
CON: 20
INT: 15
WIS: 17
CHA: 18
You were rolling 10 sided dice for abilities? lol
Holy crap I didn't catch this part. Nevermind what I said about stats. He can pretty much do whatever and still be a god. I would put 20 into CHA and CON, 18 into Dex, and the rest... whatever...
With those stats he can put them into a Barbarian who has 20 AC butt naked at level 1, with an 18 STR.
I have not multiclassed Paladin/Warlock in my time playing. I am not truly interested in min-maxing for DPR but leaning more towards utility without sacrificing the Melee-style combat orientation
Character Info
Our DM had us do supervised rolls for our ability scores and I did really well imho. Racial Modifiers are included.
So the meat of what I am going to get at is when it would be fitting to take a three level dip into the Warlock class. I was considering after Paladin level 8 because I would like to get my 8th level ASI to boost Charisma and the Relentless Avenger feature stacks very nicely with the Sentinel Feat which helps my party in combat initiatives, but then again the utility that the Warlock brings to the table will immediately benefit my party for more than just combat.
I would be taking the Celestial as my Patron, and Pact of the Tome will be my Boon.
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Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
Yikes. If you like paladins, then play a paladin, if you like warlocks play a warlock. If you have low statistics and your character is suffering as a paladin because your str and dex are 13 or less? Taking one level in hexblade warlock to steal the charisma to hit with one handed melee weapons makes a great deal of sense, rather than scrapping a character. (especially in a story heavy game where the stalwart holy knight just walks off never to be seen again, replaced by Johnny Come-lately who no one knows.
Beyond that if your not interested in 'maximum possible buffs' thats all you need to worry about. If you want to get the most out of paladins alone you should be aware that:
You need str 15 to allow wearing platemail
You want 20 charisma for the 6th level charisma bonus to saves in 10' (spell dc's dont have to be a priority if you choose spells that dont use them)
Constitution might be nice to have at some point, unless your an archery paladin?
Thats the lot. And with your statistics, why would you need warlock at all? You have maximum strength and shortly maximum charisma so Multiclassing for non power spike reasons isnt necessary. Every level lost to another class will slow your spells known progression so whilst you will gain alternative spells you will cost yourself higher level ones.
Enjoy yourself regardless of what you choose to do and have fun.
I am interested in the reason why you thought of this in the first place. I can tell you don't want to focus on the damage part of it, but with paladin and taking celestial it seems like an on purpose choice instead of just taking it because it sounds cool.
Are there rp reasons for wanting this along with the fighting part?
I do like Paladins and have played them, and the same with Warlock's. They are by far my favorite classes, I just haven't ever thought of multiclassing them together until very recently and was curious at what level would suit the character best. I'm not sure what you mean by scrapping a character though, I am invested in this one and was leaning towards when it would be a good time to dip into Warlock because the Celestial Patron has a good feel to it. There are drawbacks to multiclassing which I understand, and there are also potential strengths to it as well. In this case I would gain several cantrips, access to short-rest recharge spells, and share a casting ability score. There is also the Healing Light from Celestial which seems promising enough that couples with Lay On Hands. The RP element of it will unquestionably be fruitful and give the character more meaning, but mechanically I am at a loss to when I should commit to taking the level of Warlock.
Perhaps I am also just wanting too much too soon. I did intentionally leave out a lot of details in hopes that it would spark questions and conversations, possibly opening up new lines of thought and connections I hadn't thought of.
Like this, for instance.
I thought of it because of recent events which have transpired in the setting our character's are in. Essentially my adventuring group was responsible for collecting damning information about a, for lack of better term, cult and the influence it was building over the village in which we arrived. The long and short of it is that we found the information, turned it over to the party which sought this, and in their rage at the mere factual presence of their influence, destroyed the entire village (save for us) in one fell strike.
The creature was a Legendary said to be one of three Horsemen for the Hag queen, easily irritable and even quicker to dispense with his brand of justice. His name is Burning Day.
After the village was destroyed, my Paladin suffered pretty traumatic feelings and unbearable anger at the unnecessary destruction, and even though he was used to a life of blood and battle from his time in the disbanded mercenary company where he was from, this was a bit too much for him to handle. There were genuinely innocent people by the thousands that were killed whom had no idea that the influence of the cult was even a thing. This included many, many children which he had just saved from a previous village with his adventuring party and was bringing them here for refuge.
He is now seeking repentance for what happened because he feels solely responsible for the outcome and figured there could have been alternative means to providing this information which was requested of him and his party to be handed over that would not have destroyed the village. In his mind, it was not inevitable the destruction brought on to the (mostly) innocent population. He also desires power so he can ultimately confront Burning Day about what he did. He is more interested in bring Burning Day to justice than fighting with him although a fight is very likely to break out.
The Paladin is a follower of Clangeddin Silverbeard, devoutly at that, and has gone to several temples looking for answers and assistance in the matter, hoping his efforts will be matched by his fellow adventurers; a Divine Soul Sorcerer, a Circle of the Moon Druid, a Fighter/Rogue Drow, and a College of Glamour Bard. So far the Divine Soul Sorcerer has tried to 'recruit' my Paladin into taking up a patron deity other than Clangeddin in order to expedite the process to help resolve the conflict with Burning Day, and my Paladin (whose name is Thronin Allbreaker btw) is sincerely considering it.
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
Oh wow, so it does seem like there is a actual reason for your character to be a warlock as well as paladin. I don't see a conflict on it because it makes sense that even a paladin with their kind of magic can seek out more magic especially if its the same kind, which is why I am guessing you picked celestial and not fiend archefey or hexblade or something else entirely. Raven queen could be cool too but probably too dark for your character based on this little bit you told us.
I agree with Moondruidsneversleep though at the end, you should have fun with whatever you decide to do, but here is my vote:
Take the levels in warlock when you think the story you are in is going to make sense. It will probably be before palladin level 8 since you are already level 6. Your character is already really physically strong by the looks of you ability scores so that is not a issue. I think alternating levels is probably a good idea but instead of just taking one at a time, maybe do two warlock, one pally, then one more warlock to round out that pact of the tome.
Either this or get to Paladin level 8 then take all three levels in Warlock because level 9 Paladin is empty mechanically but 10 is pretty good. Taking two levels in Warlock makes sense in a story sense because you can arc into the development of your new powers or whatever you wanna call them and use the time to RP learning how to use your Tome. All three levels give you a tying them together so either one seems to be a better idea than splitting them up randomly. Take the level 8 ASI and get your Charisma score to 20 so you benefit more from Aura of Protection plus that will help boost your spellcasting ability since both classes share Charisma. That is my 2 cents.
When things don't go your way, declare a K.O. and Dempsey Roll the guy in front.
That actually seems like a neat idea, and makes a great deal of sense. The story is naturally progressing that way as is, so it wouldn't be too difficult to integrate the leveling process based on that idea. Wish I had thought of it that way, lol!
The consensus does seem to be hit Pally level 8 first for the boost to Char, so I believe that will ultimately be what I end up doing. Thank you all so far for the input. =D
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
Wow, you rolled ridiculously well. Screw Warlock, go with Sorcerer as your second class. The main reason for going with Warlock is to reduce the MADness of Paladin, but you don't have that issue.
RP-wise, Divine Soul Sorcerer checks the same boxes as Celestial Patron and then some.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I will take a look into that as well, thank you for the suggestion!
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
The main reason I would see to do the Warlock (and by the way I would aim for 4 levels for the ASI not to be missed) would be primarily for the short rest spell slots for smiting, because you're really not likely to be using your warlock spells much with stats like you rolled. You don't need the warlock spells for blasting with a +5 from your strength to hit things with that warhammer. So really the benefit there is the extra ritual spells and likely utility cantrips you'd get with pact of the tome. Unless you take warcaster you're not likely to be casing much in battle anyway with both hands full, the shield can act as divine focus for casting if it has your holy symbol, but you can't say the same for arcane magic from the warlock or sorcerer. That's really the benefit over sorcerer which still uses long rest. Personally with stats like that though, I would stick with straight paladin and maybe consider throwing an ASI feat at Magic initiate Sorcerer or Warlock if there's a particular couple cantrips and more wizardly spell you want to be able to toss around.
I have been talking it over with my DM about the story-rich elements that would have my Paladin take a few levels into the Warlock class and he addressed what you mentioned here also, which is something I hadn't thought of. Mechanically speaking I will be gaining a couple useful cantrips with Celestial (Light and Sacred Flame) that fit thematically with my Pally's whole "Silver and Radiance" vibe, then the additional two cantrips right away from taking Warlock which I can use to help my Sorcerer and Druid on those rounds I can't quite get to them if I don't have enough movement speed (sparing variables for the sake of presentation). Healing Light is also a bonus as useful because I can use that at range whereas Lay On Hands is touch. I asked him if it felt like I was trying to accomplish too much as one person, and if this would undermine the other members of the party because that is the last thing I want to do to them, and he actually told me he thought it was a good idea that I was trying to relieve some of the pressure from the other members by offering utility when it is needed and not doing it just to take the spotlight. That is, in effect, what one of my goals is.
I can and have very frequently one-hit killed (with extra attack, so two hits actually?) many an enemy with my Warhammer with and without using Divine Smite. The Short Rest spell slot recovery will very efficiently help with using this more frequently, and we have been running into a mother-freaking-lot of undead lately. So Suffice it to say when I do that and still have time to move and can provide buffs for the party, and also help perform lockdowns on enemies so my casters can nuke them or get away to a safer area it helps as a whole. Two other cantrips I am considering taking with my Pact of the Tome will be Green-Flame Blade and Booming Blade. He and I discussed those at length and he signed off on them being perfectly okay to take, but we would have to find a way to flavor it in to the character and his new-found abilities so it doesn't seem like he just all of a sudden got a Thunderously powered Fire Hammer, lol.
My DM spoke with me also about the Somatic component requirements of the Warlock spells and the fact that I wield a Shield and Warhammer almost all the time now (we actually ran a session this past Saturday and I managed to find a +1 shield!) and concluded that I will have to take Warcaster if I want to use the spells (except Booming Blade and Green-Flame Blade), but said he may make an exception for the two Celestial cantrips Light and Sacred Flame depending on how I flavor them into the multiclass situation and if they turn out to be easily abused.
Apologies if this response seems jumbled, I was writing it in a hurry on my lunch break at work.
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
wow... three eighteens, one seventeen, and two fifteens?
Yeah it was a really good session zero for this toon.
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
Me personally I would still go Warlock for the Hex spell as its INSANE for paladins, Eldritch Blast (As Paladins are limited in their range capabilities if you go for a Strength build), and Extra smite spell slots that recharge on a short rest.
I wanted to dip 3 levels of warlock because I felt it would compliment the gaps of my Paladin (who was at level 13). I thought Hexblade was a perfect fit and my DM loved it. I'm now level 16 with 3 more in Warlock (pact of the chain). My patron is my sentient sword that is a holy weapon that is made of stain glass. The familiar I summon is my sword's consciousness which looks like a stain glass glowing orb which my DM created with it's own stats and low level spells it can cast.
Story wise we made it work without clashing with my vows to Illmater. We were on a side mission when we levelled up and a celestial reached out to me asking for help and I said I would (he can't turn down one in need). My 1st level warlock magic was still channelling through my Illmater spell focus until we found the sword to which now that is my spell casting focus for my paladin spells (all with stain glass effects). The sword is an opportunity for my DM to role play and has really solidified who my character is. I love my paladin warlock.
For my PadLock, we started at level 3. I had played a Hexblade/Swashbuckler all the way to 17/3, so I wanted to go a lighter, Lawful Good PC this time around. I went with Protector Aasimar, Oath of Devotion Paladin, and Celestial Warlock. Not really going for min/maxing here, it's more RP related. She found a magic sword in a lake that looks totally rusty and worthless, until she grips the handle. She's our party's combat healer, and usually the voice of "goodness."
She worships Athena, and seeks her wisdom. Her patron is Alke, and she seeks her out for courage. So far, I've changed classes whenever she needed guidance... after an encounter left her in fear, she took the Warlock levels.
Started with 2 Paladin, then did 2 Warlock, then 3 more Paladin so far. It's about time she goes PotB soon...
You were rolling 10 sided dice for abilities? lol
Haha, nah nothing like that. My DM does things a little differently; we roll five d6's (instead of three or four like some groups I've seen), dropping the lowest two dice in that roll. We do that a total of seven times (instead of just six which seems to be what most groups do). The lowest roll-total overall gets dropped. We don't roll in any particular order, so we can place stats as needed. It basically just gives us a better chance at getting higher scores for homebrew games since they're usually a lot more tough. I just happened to do very well that time around.
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Watch DnD Shorts on youtube.
Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
I would start with 2 levels of Hexblade Warlock, so that your all your martial and spell stats can focus on just CHA. You'll also get Invocations and 2 spell slots for things like shield. And also Hexblade Curse is a nice little adder. If you're good with sword and board, just go 2 Warlock. If you want to go two-handed weapon, go 3 and pick Pact of the Blade.
THEN go Paladin. You got some really nice perks and you're not having to spread ASI points across so many stats. You'll just need a 15 strength if you want heavy armor. If you're good with medium armor, all you need is 14 DEX, a decent CON, and pump CHA.
Holy crap I didn't catch this part. Nevermind what I said about stats. He can pretty much do whatever and still be a god. I would put 20 into CHA and CON, 18 into Dex, and the rest... whatever...
With those stats he can put them into a Barbarian who has 20 AC butt naked at level 1, with an 18 STR.