I have looked for a guide to find the best paladin tank. The best one seem to be crown paladin multiclass with cavalier fighter. Dont know how that compairs too pure ancient or devotion paladins. If ancient or devotion even come close.
Why I like paladin is because of higher charisma and having more to say in conversations and for roleplaying purpose outside of combat. Else I probably just play ancestral barb, bear totem barb or pure cavalier fighter.
Being a tank for me means preventing damage for allys and being able to aviod/endure damage, I guess similir or as close as possible to tanks in mmorpgs.
It could be both with polearm/sentinal combo or sword and shield.
How would you guys build a paladin tank thats a top tier tank?
Oath of conquest with sentinal (and polearm master if you're v human or high level) is excellent at preventing damage. It's hard to attack when you're running in fear, or frozen in fear.
Conquest is strong, but Crown is tankier. After a certain mid-tier level, the challenging monsters are fear-immune, and even the game knows and hints at that by giving you a dual-mode channel divinity. And yeah you're right, you're going to need a secondary strategy for fear-immune tanking for your party as well.
Crown with Spirit Guardians and your CHA aura. It's not the most amazing thing in the world, but it's nice. I mean you could probably win a game off that just by repeatedly knocking enemies prone in it.
I'd wager that Cavalier's better as a frontline, anti-melee tank since it's got fighter damage with anti-melee skills. I'd play it if your own team has a lot of melee and is next to you. Pretty cool class overall since it comes with sentinel-like skills built in the class.
Top Tier is still probably Ancient's Paladin's at level 7+. Guaranteed half damage from big spells like Fireball and Lightning Bolt, and with your aura, it's even more likely to be 1/4 damage or none with a rogue/monk. Doesn't work on non-magical dragon's breath or bombs, but guaranteed half damage from spells is pretty strong since Fireball's supposed to counter your clumped up teamplay. DM's probably thinking "...well, I'm gonna need to throw 3 Fireballs for the effect of 1 now"
I would do werebear oath of ancients paladin, the werebear race makes it immune to slashing, piercing, and bludgeoning damage that isn't magical or silver.
Conquest Paladin because of the fear lock. Prioritize Charisma, use a reach weapon and spam Wrathful Smite.
Wrathful Smite is one of the best spells in the game because you don't get a save to break it. It is a check, it is done with disadvantage (because of frightened), and it takes an action.
Play a conquest Paladin after level 7 and frightened enemies can't move and take damage every round.
I have looked for a guide to find the best paladin tank. The best one seem to be crown paladin multiclass with cavalier fighter. Dont know how that compairs too pure ancient or devotion paladins. If ancient or devotion even come close.
Why I like paladin is because of higher charisma and having more to say in conversations and for roleplaying purpose outside of combat. Else I probably just play ancestral barb, bear totem barb or pure cavalier fighter.
Being a tank for me means preventing damage for allys and being able to aviod/endure damage, I guess similir or as close as possible to tanks in mmorpgs.
It could be both with polearm/sentinal combo or sword and shield.
How would you guys build a paladin tank thats a top tier tank?
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To build a solid Paladin tank in D&D, focus on high Constitution and Charisma for extra hit points and effective spellcasting. Choose the Oath of the Crown subclass for added protection and utility spells. Prioritize heavy armor, shield proficiency, and the Protection fighting style for superb defense. Don't forget to invest in key tanking spells like Shield of Faith and Protection from Evil and Good.
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
But +21 constitution save. All you need for this build is a good charisma, constitution and wisdom/intelligence. Strength is ideal but not mandatory
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DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
But +21 constitution save. All you need for this build is a good charisma, constitution and wisdom/intelligence. Strength is ideal but not mandatory
"All you need is..." then you proceeded to list four stats that need to be high. If four out of 6 need to be high, (or 5 out of 6 for "ideal") then it's just not a very feasible build, nor really effective.
All hexadins need is CHA. Literally. That's it. Anything else is optional and up to personal taste. If you care that much about con saves, you can easily fit in resilient: con with capped constitution in a full build, and that'll net you a +16 to your con saving throws.
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
But +21 constitution save. All you need for this build is a good charisma, constitution and wisdom/intelligence. Strength is ideal but not mandatory
"All you need is..." then you proceeded to list four stats that need to be high. If four out of 6 need to be high, (or 5 out of 6 for "ideal") then it's just not a very feasible build, nor really effective.
All hexadins need is CHA. Literally. That's it. Anything else is optional and up to personal taste. If you care that much about con saves, you can easily fit in resilient: con with capped constitution in a full build, and that'll net you a +16 to your con saving throws.
I believe I said that you only need a good charisma, wisdom a constitution. I also said strength is ideal for armour, but not necessary. Most classes and builds only need 3 stats. Eg, Paladin: Charisma, constitution and strength. Or Monk, Dexterity, wisdom and strength
Rollback Post to RevisionRollBack
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
Instead of War Caster, as a warlock you can use the Eldritch Mind invocation for advantage on concentration checks (which is a cheaper investment). Now, you lose the opportunity attack spell cast of WC, but usually the main feature people are looking for is advantage on concentration checks. Then you have one more feat/ASI to spend as you wish. So something that most casters want, to keep concentration spells, warlocks can get on the cheap.
I think cgarciao has the right of this. Hard to beat paladin-hexblades for good class synergy.
I play a sword and board conquest paladin/sorcerer with war caster and sentinel. He can lock things down and keep people from getting away and with his AC can take a pounding.
21AC without magic plus shield spell when needed (though it eats up your reaction for sentinel etc so use sparingly)
Booming blade and quickened spells like hold person, command, etc.. plus auras
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Hi!
How would you make a great paladin tank?
I have looked for a guide to find the best paladin tank. The best one seem to be crown paladin multiclass with cavalier fighter. Dont know how that compairs too pure ancient or devotion paladins. If ancient or devotion even come close.
Why I like paladin is because of higher charisma and having more to say in conversations and for roleplaying purpose outside of combat. Else I probably just play ancestral barb, bear totem barb or pure cavalier fighter.
Being a tank for me means preventing damage for allys and being able to aviod/endure damage, I guess similir or as close as possible to tanks in mmorpgs.
It could be both with polearm/sentinal combo or sword and shield.
How would you guys build a paladin tank thats a top tier tank?
Oath of conquest with sentinal (and polearm master if you're v human or high level) is excellent at preventing damage. It's hard to attack when you're running in fear, or frozen in fear.
It sound like a nice tactic. Does it work well even if the opponents are immune to fear? Is it common with fear immunity?
How.would oath of conquest compair to oath of ancient or oath of the crown build?
I found this guide about oath of conquest that was really good:
https://forums.giantitp.com/showthread.php?543427-The-Wall-of-Fear-A-Complete-Guide-to-the-Oath-of-Conquest/page20
Conquest is strong, but Crown is tankier. After a certain mid-tier level, the challenging monsters are fear-immune, and even the game knows and hints at that by giving you a dual-mode channel divinity. And yeah you're right, you're going to need a secondary strategy for fear-immune tanking for your party as well.
Crown with Spirit Guardians and your CHA aura. It's not the most amazing thing in the world, but it's nice. I mean you could probably win a game off that just by repeatedly knocking enemies prone in it.
I'd wager that Cavalier's better as a frontline, anti-melee tank since it's got fighter damage with anti-melee skills. I'd play it if your own team has a lot of melee and is next to you. Pretty cool class overall since it comes with sentinel-like skills built in the class.
Top Tier is still probably Ancient's Paladin's at level 7+. Guaranteed half damage from big spells like Fireball and Lightning Bolt, and with your aura, it's even more likely to be 1/4 damage or none with a rogue/monk. Doesn't work on non-magical dragon's breath or bombs, but guaranteed half damage from spells is pretty strong since Fireball's supposed to counter your clumped up teamplay. DM's probably thinking "...well, I'm gonna need to throw 3 Fireballs for the effect of 1 now"
No love for redemption?
I would do werebear oath of ancients paladin, the werebear race makes it immune to slashing, piercing, and bludgeoning damage that isn't magical or silver.
Conquest Paladin because of the fear lock. Prioritize Charisma, use a reach weapon and spam Wrathful Smite.
Wrathful Smite is one of the best spells in the game because you don't get a save to break it. It is a check, it is done with disadvantage (because of frightened), and it takes an action.
Play a conquest Paladin after level 7 and frightened enemies can't move and take damage every round.
To build a solid Paladin tank in D&D, focus on high Constitution and Charisma for extra hit points and effective spellcasting. Choose the Oath of the Crown subclass for added protection and utility spells. Prioritize heavy armor, shield proficiency, and the Protection fighting style for superb defense. Don't forget to invest in key tanking spells like Shield of Faith and Protection from Evil and Good.
If Your DM allows it, multiclass into Blood hunter. You should have 6 levels in Paladin, and 14 in order of the profane soul blood hunter. It can deal huge amounts of damage (divine smite + blood curses + eldritch blast + weapon damage) can resist spells because of it’s crazy saves, has a 19 AC at least, at level 1 (Plate + Shield), can completely negate attacks that somehow beat your AC, gets eldricth blast. If you don’t believe me, I’ll show you:
https://www.dndbeyond.com/characters/114080108
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
idk, standard hexadins get more out of a split like that. You arguably have more damage via divine smite+eldritch smite, better spells, higher level spells, better AC via access to the Shield spell, and access to invocations to boost their eldritch blasts so they do more damage from afar. Plus, while your build requires WIS and CHA, standard hexadins are purely SAD by only requiring you to pump CHA, then the rest can go into QoL feats, so you can have warcaster or spell sniper or GWM or, whatever. Standard Hexadins are good via point buy rules at character creation or standard array, you don't have to get lucky via good stat rolls.
But +21 constitution save
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
But +21 constitution save. All you need for this build is a good charisma, constitution and wisdom/intelligence. Strength is ideal but not mandatory
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
That’s more blood hunter than paladin. It looks like you just added 6 levels for one ability.
If I ever get into a pbp please make sure you add the underscore to my name when I get PMed.
Characters (Links!):
Amzar Starshade - Odyssey Of Greatness
Faelin Nighthollow - 7th Sojourn
Dallas Hullbreaker - Legacy of Iggwilv
Actually, I did it for four things:
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
But it’s more blood hunter than paladin. You might as well be a warlock multiclass because they have better spells than blood hunter.
If I ever get into a pbp please make sure you add the underscore to my name when I get PMed.
Characters (Links!):
Amzar Starshade - Odyssey Of Greatness
Faelin Nighthollow - 7th Sojourn
Dallas Hullbreaker - Legacy of Iggwilv
"All you need is..." then you proceeded to list four stats that need to be high. If four out of 6 need to be high, (or 5 out of 6 for "ideal") then it's just not a very feasible build, nor really effective.
All hexadins need is CHA. Literally. That's it. Anything else is optional and up to personal taste. If you care that much about con saves, you can easily fit in resilient: con with capped constitution in a full build, and that'll net you a +16 to your con saving throws.
I believe I said that you only need a good charisma, wisdom a constitution. I also said strength is ideal for armour, but not necessary. Most classes and builds only need 3 stats. Eg, Paladin: Charisma, constitution and strength. Or Monk, Dexterity, wisdom and strength
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
Instead of War Caster, as a warlock you can use the Eldritch Mind invocation for advantage on concentration checks (which is a cheaper investment). Now, you lose the opportunity attack spell cast of WC, but usually the main feature people are looking for is advantage on concentration checks. Then you have one more feat/ASI to spend as you wish. So something that most casters want, to keep concentration spells, warlocks can get on the cheap.
I think cgarciao has the right of this. Hard to beat paladin-hexblades for good class synergy.
I play a sword and board conquest paladin/sorcerer with war caster and sentinel. He can lock things down and keep people from getting away and with his AC can take a pounding.
21AC without magic plus shield spell when needed (though it eats up your reaction for sentinel etc so use sparingly)
Booming blade and quickened spells like hold person, command, etc.. plus auras