I was planning to play a Tabaxi Warlock Archfey with Pact of the Blade multiclassing in Rogue.
Probably the Archfey is not the best Otherworldy Patron and the Hexblade could enchance more my power in combat but I love the mischievous nature of a Tabaxi combined with an Archfey Patron and me an the DM decided for Nathair Sgiathach as the Patron.
We rolled the stat and with the racial bonus I have: 7 STR, 18 DEX, 15 CON, 12 INT, 13 WIS, 17 CHA
From level 13 when i multiclass in Rogue I will have Proficencies in Insight and Expertise in Deception and Insight
Now let's begin with the Battle control aspect of my character:
We homebrew a Finesse, Reach and Two-Handed scythe that deals 1D6+DEX slashing damage that I will link as the pact weapon.
The basic premises of my build is the evergreen feat combo: Polearm Master + Sentinel.
My idea is to take some out of combact flavour and mind control spell and such as Sleep, Charm Person, Invisibility, Enemies Abound and Dominate Person, some of which can only be obtained with the Archfey and match them with Eldritch Invocation such as Mask of Many Faces.
now let's talk about the combo that I would like to ask you an opinion about:
At level 8 I will replace Darkness with Shadow of Moil but when I'll have more choice in the spell known I'll get back Darkness for more variety.
I wont take spells such as Hex cause my concentration will always be on Darkness.
Some combact Eldritch Invocation that I will take are Devil's Sight to see in my darkness, Improved Pact Weapon to hit harder, Eldritch Mind to keep concentration on my spells and Thristing Blade to hit even harder and at higher level Lifedrinker and Eldritch Smite to hit the hardest I can.
My plan is to cast Armor of Agathys before the combact starts or cast [Tooltip Not Found] when the combact starts combined with the spell Darkness.
At lower level I will use the Archfey pact feature Misty Escape (one of the reasons why I chosed the Archfey) with the prerequisite of being hit but at higher level (when i will be able to cast 3 spells) I will be able to use Misty Step to jump on the big evil enemy and lock him inside my Darkness area of effect making him Blinded keeping 10 ft between me and him cause I have a Reach weapon.
If he tries to escape form the area of effect I will attack him with advantage and thanks to the Sentinel feat I'll stop him inside, if he tries to approach me I will still provoke an opportunity attack thanks to Polearm Master that I will do with advantage and lock him again thanks to Sentinel.
If he is able to reach me he will need to discern which of the copies is the real me thanks to Mirror Image or take some cold damage thanks to Armor of Agathys...
I'll probably not cast both Mirror Image and Armor of Agathys at the same time or I'll use always all my spells slot... we are playing in a party of 4 player and I hope that the Bard, the Cleric or the Druid will have some spell that will give Temporaney Hitpoints so I can replace Armor of Agathys with something else...
I will use the Archfey pact feature Fey Presence at the beginning of the combact if the enemies are close to me to Frightened them and give disadvantage on enemies attack.
I will take Eldritch blast cause it's so dumb strong but I wont take Invocation such as Agonizing Blast cause all of them are already occupied...
I would like to have an opinion about my build, did I miss something obvious, do you have any idea on how to enchance it or some funny kink that I could add?
Level up path
Of course my level up path will be flexible based on the campaing and what my compain will do (we are playing Hoard of the Dragon Queen + Rise of Tiamat + a fanmade campaing that brings it to level 20) but for now I made this path:
Level 2: Take the spell Charm Person and the Eldritch Invocation Devil Sight and Agonizing Blast
Level 3: Take the spell Darkness, the Pact of the Blade and replace the Eldritch Invocation Agonizing Blast with Improved Pact Weapon and forge the homebrew weapon
Level 4: Take the spells Mage Hand and Invisibility for some mischievous roleplay and the feat Polearm Master
Level 5: Take the spells Enemies Abound and the Eldritch Invocation Thristing Blade
Level 6: Take the spells Counterspell and get the Archfey pact feature Misty Escape
Level 7: Take the spells Misty Step and the Eldritch Invocation Mask of Many Faces for roleplay
THIS PART ISN'T COHESIVE WITH THE BUILD ANYMORE, SKIP IT IF YOU WANT
I will use the spells Shadow of Moil sometimes instead of Darkness based on which enemy we are facing and to do not use always the same spells.
Probably if we are facing a caster I will use Darkness to make him unable to cast spells on target because he can't see and use Shadow of Moil againt fighter enemies.
I will have both the feat Polearm Master and Sentinel, a +3 CHA and +4 DEX with a Finesse, Reach and Two-Handed scythe+1 (thanks to Improved Pact Weapon) that deals 1D6+5 with 2 attacks combined with the bonus attack thanks to Polearm Master that deals 1d4+5 more damage.
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of24.5 damage x round
Level 9: Take the spells Dominate Person and the Eldritch Invocation Eldritch Mind to keep more easily concentration on spells
Level 10: Take the cantrip Create Bonfire and the Archfey pact feature Beguiling Defenses, nothing fancy...
Level 11: Take the spell Soul Cage and I have one free slot take back the spell Counterspell. Now we can cast 3 spells per short rest and have more flexibility...
Level 12: Take the Eldritch Invocation Lifedrinker and get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+27 for an AVG of36.5 damage x round
Level 12 Warlock - Level 1 Rogue: Multiclass in Rogue and gain the Sneak Attack feature thanks to the fact that my scythe has the Finesse propriety
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master + Sneak Attack with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) + 1D6 (from Sneak Attack) +3 (from Improved Pact Weapon) for a total of: 3D6+1D4+27 for an AVG of 40 damage x round
Do you think is bad, balanced or good for a PC at this level with the feature explained before? I hope it's not overpowered or bad, I just hope that I made a fun PC.
The next level are nothing special, I took some spells that I liked and nothing special but to be complete I will add also the other level increase:
Level 14 Warlock - Level 1 Rogue: Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 1 Rogue: Get the spells Banishment and Dominate Monster and get the Eldritch Invocation Eldritch Smite and change the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Level 16 Warlock - Level 1 Rogue: Get the feat Lucky cause why not or get an Ability Score Improvement +2 CHA
Level 17 Warlock - Level 1 Rogue: Get the the spells Foresight and now I have 1 free slot for a spell that I can chose
Now i can cast 4 spells per short rest
Reached level 18 I can chose two paths that I would like to ask you an opinion about:
A) get 2 more level in Warlock
B) get 2 more level in Rogue
C) some suggestion?
Level 18 Warlock - Level 1 Rogue: Get the the spells Eldritch Invocation Shroud of Shadow and unlearn the spell Invisibility or the Eldritch Invocation Sculptor of Flesh to cast Polymorph. Doing so I will have 2 or 3 (if I unlearn Invisibility) free spell slots
Level 19 Warlock - Level 1 Rogue: Get the one more feat or take an Ability Score Improvement +2 CHA (if not done before) or +2 DEX
OR
Level 17 Warlock - Level 2 Rogue: Get the Cunning Action class feature to take the Dash, Disengage or Hide action as a Bonus Action
Level 17 Warlock - Level 3 Rogue: Get one more D6 in the Sneak Attack
Get the Shashbuckler archetype to get Fancy Footwork to block enemies Opportunity Attack and Rakish Audacity to add my +4 CHA to my Initiative Rolls
To be honest my idea is to take Lucky at level 18 and +2 CHA at level 20 and so take the Warlock (19) Rogue (1) path
Devil's Sight, Improved Pact Weapon, Thristing Blade, Mask of Many Faces (replaced later for Master of Myriad Forms), Eldritch Mind, Lifedrinker and Shroud of Shadow or Sculptor of Flesh
My turn at level 20 will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master + Sneak Attack with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 5 (CHA) +1 + 1D4+4 (DEX)+ 5 (CHA) + 1D6 (from Sneak Attack) +3 (from Improved Pact Weapon) for a total of: 3D6+1D4+30 for an AVG of43 damage x round
with chaces of using Eldritch Smite on a crit and some flavour spells to attack with advantage and give disadvantage to enemies and some controll from spells and feats.
CONTINUE FROM HERE AFTER MAJOR CHANGES
I had to do some changes to this build, at lvl 8th I had to take a level in Paladin for roleplay reasons so... everything changed
Level 7 Warlock - Level 1 Paladin: I took a level in Paladin and that's it.. I'm planning to take 2 more levels in Paladin, one at level 11th and the last one probably from 19th to 20th. Lay on Hands is kinda usefull but we have better healers in party.
I would probably use Thristing Blade, Improved Pact Weapon, Ghostly Gaze and Mask of Many Faces and drop Devil's Sight now that I don't rely only on Darkness
Eldritch Invocation: Thristing Blade, Improved Pact Weapon, Ghostly Gaze, Mask of Many Faces
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of 24.5 damage x round
With Spirit Shroud now a 4th level cast, I would add 1D8 to each attack
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) + 3D8 (Spirit Shroud) for a total of: 2D6+1D4+3D8+15 for an AVG of 38 damage x round
Level 9 Warlock - Level 1 Paladin: One more level in Warlock to get the 5th level casting and one more Eldritch Invocation slot that i would use to take Eldritch Mind and take the spell Scrying
Eldritch Invocation: Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Mask of Many Faces
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of 24.5 damage x round
With Spirit Shroud now a 5th level cast, I would add 2D8 to each attack
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+15 for an AVG of 51.5 damage x round
Level 9 Warlock - Level 2 Paladin: I can have 4 spells prepared (CHA+1/2 Paladin Level) from my paladin spells: take the 1st level spells Detect Magic, Command,Divine Favor and Purify Food and Drink Take the fighting styleGreat Weapon Fighting for a small increase of the average damage or Blind Fighting... but probably I will pick the first one
Level 10 Warlock - Level 2 Paladin: Take the cantrip Create Bonfire and the Archfey pact feature Beguiling Defenses
Now I can take the Eldritch Invocation Lifedrinker but to do so I have to replace one of the old one. I would keep Thristing Blade, Improved Pact Weapon, Eldritch Mind and Ghostly Gaze and drop Mask of Many Faces
x2 1D6+4 (DEX)+ 3 (CHA) + 1D4+4 (DEX)+ 3 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 5D8 (Divine Smite) for a total of: 2D6+1D4+24+11D8
for an AVG of 83 damage with Divine Smite
and an AVG of 60.5 damage x round of without Divine Smite
Level 11 Warlock - Level 2 Paladin: Take the spell Soul Cage with Mystic Arcanum and the spell Dominate Person. Now we can cast 3 spells per short rest and have more flexibility...
Level 12 Warlock - Level 2 Paladin: Take back with the new slot the Eldritch Invocation Mask of Many Faces.
Eldritch Invocation: Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Mask of Many Faces
Get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+27 for an AVG of 36.5 damage x round
The next levels up to level 19th are simpler, I took some spells that I liked and nothing special but to be complete I will add also the other level increase:
Replace the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Eldritch Invocation: Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Level 14 Warlock - Level 2 Paladin: Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 2 Paladin: Take the spells Glibness with Mystic Arcanum for the combo with Counterspell (you can't roll less than 15 and with +4 CHA that means you can always counterspell anything) and one free spell slot
With the new Eldritch Invocation slot take the Eldritch invocation Visions of Distant Realms
Eldritch Invocation: Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms, Visions of Distant Realms
and change the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Level 16 Warlock - Level 2 Paladin: Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
Level 17 Warlock - Level 2 Paladin: Get the the spells Foresight and one more free slot for a spell that I can chose (two total)
Level 17 Warlock - Level 3 Paladin: There are three Oaths I was looking for. I woud use my single use of Channel Divinity per short rest to:
Oath of Devotion for Sacred Weapon to add my CHA modifier to the attack rolls (not damage rolls) made with my pact weapon
Oath of the Ancients for Nature’s Wrath and be able to block an enemy with vines
Oath of the Open Sea for Fury of the Tides and be able to move enemies on the battlefield and a bit more damage if they collide with something when they are moved. Also the Marine Layer can have some minor implication.
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms, Visions of Distant Realms
My turn at level 20 will consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
I will usually fight with Shadow of Moil active to have advantage on any attack and give disadvantage to the enemies that tries to hit me
but to go all in I'll cast Foresight and Spirit Shroud, get the advantage/disadvantage from the 9th level spell and keep concentration on Spirit Shroud. Adding also a Divine Smite my max damage would be:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+30 and an AVG of 66.5 damage
to end things off I can also use my Divine Smite for a total of:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 5D8 (Divine Smite) for a total of: 2D6+1D4+11D8+30 for an AVG of 89 damage
with a bonus to hit on each attack a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon keeping in mind that all the attacks will be done with advantage if enemies doesn't have truesight
with chaces of using Divine Smite on a crit and some flavour spells to attack with advantage and give disadvantage to enemies and some control from spells and feats.
There is also another huge option that is to take 9 levels in Warlock and 11 levels in Paladin. Up to Level 9 Warlock - Level 2 Paladin it's the same but than it becomes:
Level 9 Warlock - Level 3 Paladin I would take a Sacred Oath, one of Oath of Devotion,Oath of the Ancients or Oath of the Open Sea. I will take take the Eldritch Invocation Lifedrinker but to do so I have to replace one of the old one. I would keep Thristing Blade, Improved Pact Weapon, Eldritch Mind and Ghostly Gaze and drop Mask of Many Faces.
Level 9 Warlock - Level 4 Paladin Get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4(CHA) + 1D4+4 (DEX)+ 4 (CHA) +3(from Improved Pact Weapon) for a total of: 2D6+1D4+27
Level 9 Warlock - Level 5 Paladin Get Extra Attack so I can drop Thristing Blade and take back Mask of Many Faces.
Eldritch Invocation: Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Mask of Many Faces
Level 9 Warlock - Level 6 Paladin Get Aura of Protection that let me add my CHA bonus whenever I or a frienly creature withit 10 feet of me must make a saving throw. Replace Mask of Many Faces with Master of Myriad Forms
Eldritch Invocation: Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Level 9 Warlock - Level 7 Paladin Get a Sacread Oath feature but I didn't decide my Oath yet.
Oath of Devotion for Aura of Devotion protects friendly creatures within 10 feets from beeing charmed.
Oath of the Ancients for Aura or Warding gives friendly creatures within 10 feets resistance to damage from spells, but at higher levels usually monster use attacks with effects like spells and not exactly spells.
Oath of the Open Sea for Aura of Liberation protects friendly creatures within 10 feets from beeing grappled ir restrained.
Level 9 Warlock - Level 8 Paladin Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
Level 9 Warlock - Level 9 Paladin Get 3rd level spells with the Paladin.
Level 9 Warlock - Level 10 Paladin Get Aura of Courage, friendly creatures within 10 feets can't be frightened.
Level 9 Warlock - Level 11 Paladin Get Improved Divine Smite to add 1D8 radiant damage whenever I hit a creature with a melee weapon.
My turn at level 20 will consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon. I have two main option:
fight with Shadow of Moil active to have advantage on any attack and give disadvantage to the enemies that tries to hit me
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) +3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+3D8+30 for an AVG of 53 damage
fight with Spirit Shroud active and don't get the advantage-disadvantage mechanic but highly boost the damage (+6D8)
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+9D8+30 for an AVG of 80 damage
to end things off I can also use my Divine Smite for a total of:
with a bonus to hit on each attack a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon.
Considerations:
The biggest difference is that with the Level 9 Warlock Level 11 Paladin build I don't get the Arcane Focus spells: Soul Cage, Plane Shift or Forcecage, Glibness and Foresight so I can't have automatic advantage and disadvantage in the fights and the Eldritch Invocation Visions of Distant Realms
Also I only get 2 spell slots from my Warlock (5th level) instead of 4 spell slots and I have to drop some of the warlock spells known, 10 instead of 14.
On the other hand I get Aura of Protection and my Lay on Hand goes from 15 HP to 55 HP.
My HP pool goes from 17D8+3D10+60 AVG 153 to 9D8+11D10+60 AVG 161.
I get 4 1st level, 3 2nd level and 3 3rd level spell slots from my Paladin spells.
Considering my Warlock spell list that I did before and sorting them by level:
Walock spells (12/14) in the Level 17 Warlock Level 3 Paladin build:
I also will have less powerfull 5th level spell slot for Divine Smite but I can compensate with Improved Divine Smite and use Divine Smite with the lower level spells slot of the paladin.
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Conclusions:
The build with more levels in Paladin gives more utility for the party with Aura(s) and Lay on Hand and spells like Revivify
The build with more levels in Warlock gives me more 5th level spell slots and spells like Glibness and Foresight that does not require concentration and can be incredible in fights.
The roleplay aspect of both builds isn't that much different and I like both of them the same.
Without considering the Divine Smite damage, the AVG damage in fights will be:
Build 17 Warlock 3 Paladin:
fight with Shadow of Moil active to have advantage on any attack and give disadvantage to the enemies that tries to hit me
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
go all in and thanks to Foresight get advantage on every roll and thanks to Glibness get the minimum rolls of Charisma to 15, however I can cast both of them only once per day.
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+30 for an AVG of 66.5 damage
Build 9 Warlock 11 Paladin:
In normal fights I will be stronger, I would be able to use Divine Smite more often with low level spell slots:
fight with Shadow of Moil active to have advantage on any attack and give disadvantage to the enemies that tries to hit me
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) +3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+3D8+30 for an AVG of 53 damage
fight with Spirit Shroud active and don't get the advantage-disadvantage mechanic but highly boost the damage (+6D8)
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+9D8+30 for an AVG of 80 damage
Considering that I would have a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon I don't know how much I would need the effects of Shadow of Moil or Foresight to hit the enemies.
However my AC would be really low (15-20) so giving them disadvantage can be usefull, but I think high level monster rely more on saving throw or have bonus to hit >10 so even with disadvantage hitting me with 15-20 AC would be very easy. Foresight allows me to have advantage on saving throws, however Aura of Protection let me and the friently creature nearby add my +5 CHA bonus to them.
39.5 damage x round looks really low to me at level 20 but I don't have much experience and I don't want to risk to be a burden for the party, however 53 damage x round looks better to me in the first option of the second build.
Just for fun let's break down the max potential damage immagining going all in in both builds (using all spells slot for smites and taking the Eldritch Invocation Eldritch Smite instead of Improved Pact Weapon and having a +3 magic weapon)
4 5th level spells slots from Warlock - 2 1st level spell slots from Paladin
fight with Spirit Shroud and Foresight active to get the sweet +2D8 on every attack and advantage on every roll. I had to use a 5th level spell slot for Spirit Shroud
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +9 (from +3 Weapon) + 6D8 (Spirit Shroud) + x3 5d8 (from Elrditch Smite x3 5th level spell slots) + x2 2d8 (from Divine Smite x2 1st level spell slots) for a total of: 2D6+1D4+36+25d8 for an AVG of 158 damage
Level 11 Warlock - Level 1 Paladin: Take the spell Soul Cage with Mystic Arcanum and the spell Hold Monster. Now we can cast 3 spells per short rest and have more flexibility...
Level 12 Warlock - Level 1 Paladin: Get with the new slot the Eldritch Invocation Lifedrinker.
Take the Fighting Style Great Weapon Fighting for a small increase of the average damage, Defense for a +1 AC or Blessed Warrior for two cleric cantrips.
Probably I will take Blessed Warrior and the cantrips Guidance and Mending
Get the Divine Smite feature.
Level 13 Warlock - Level 2 Paladin: Take the spell Forcecage (or Plane Shift but probably not) with Mystic Arcanum and a new spell slot that I can use to take back Charm Person.
Level 14 Warlock - Level 2 Paladin: Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 2 Paladin: Take the spells Glibness with Mystic Arcanum for the combo with Counterspell (you can't roll less than 15 and with more than +4 CHA that means you can always counterspell anything)
1 free pact magic slot
With the new Eldritch Invocation slot take the Eldritch invocation Agonizing Blast. Replace the Eldritch Invocation Ghostly Gaze with Visions of Distant Realms
Level 16 Warlock - Level 2 Paladin: Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA (+2 with Tome of Leadership and Influence)
I can have 1 more spells prepared (CHA+1/2 Paladin Level rounded down) from my paladin spells: take Purify Food and Drink
Level 17 Warlock - Level 2 Paladin: Get the the spells Foresight
2 free pact magic slot
Now I have 4 spell slots per short rest.
Level 17 Warlock - Level 3 Paladin: Take the Oath of Devotion or Oath of the Watcher. I woud use my single use of Channel Divinity per short rest to:
Oath of Devotion for Sacred Weapon to add my CHA modifier to the attack rolls (not damage rolls) made with my pact weapon.
Oath of the Watcher for Watcher’s Will a number of creatures up to 6 (CHA bonus) for 1 minute have advantage on Intelligence, Wisdom, and Charisma saving throws.
THAT'S ALL. THANK YOU IF YOU READ ALL MY POST, I KNOW IT'S VERY LONG AND I REALLY APRRECIATE IF YOU TAKE YOUR TIME TO READ ALL THIS. I'M NOT NATIVE ENGLISH SO IF I MADE SOME MISTAKES I HOPE THAT YOU CAN FORGIVE ME
If with Bladelock you mean a Pact of the Blade maybe I missed something but I think that you can add your CHA to your damage roll only if you are an Hexblade and I am not, I'm an Archfey so I don't get the Otherworldy Patreon Feature Hex Warrior that make you able to add your CHA to the damage that you inflict with your Pact Weapon:
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
That's why I needed an homebrew weapon, I want to play a dexterous character and not a strenght based one but all the Reach weapons of Polearm Master are strenght based...
If i missed something and I can add my CHA to the damage rolls with a melee weapon as a Archfey please tell me how, this would make my life much easier ahahahah
I added both DEX and CHA to the damage cause DEX come from the fact that my weapon is a Finesse weapon and the bonus that i labeled as CHA is from the Eldritch Invotacion Lifedrinker, probably the way that I formulate the text made it uncler, my bad:
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Yes I already spoken with my DM about this homebrew weapon and he approves it.
as ArntItheBest said DEX is a very strong stat and to try to make it more balanced we downgrade the weapon damage dice from a D8, that's the dice for Polearms, to a D6...
about the possibility of using Sneak Attack he is fine with it. We are roleplaying it like if my weapon, which is a scythe, is the scythe of Death, as the death is invisible and can come from anywhere... it's a bit philosophical but fits well with my BG which is the most important thing and also with the build
As you're only going for 1 level of Rogue, I'd suggest starting off it with it. You'll have good saves, but more importantly, start off with more skills. Then you can just go Warlock from there on out... and you'll have Sneak Attack the whole time.
Also, a reminder - all you need to get Sneak Attack is advantage on the attack - you'll likely be going high on the initiative count more often than not, so make a point of shadowing the fighters in your group, and striking at whatever they are engaging with.
Lastly, as a DM, I would rule that Darkness and Mirror Image would not work together... and I'd suggest doing some searches on the forum about the whole Darkness thing, and how it impacts your party. It can be a powerful combo with Devil's Sight, but it some drawbacks.
It's very interesting from a technical side, and it looks like it ought to be great fun to play. Your DM is on board with it, and you both should have a lot of fun. A few questions if I might? What level are you going to start play at, and are there going to be any other players involved? If so, what are they playing?
That Scythe you have is massively powerful. It's really awesome. It has pretty much every single advantage to it that any weapon gets, except for thrown! You might check with your DM, it really ought to have that as well. I can only assume that it will be enchanted along the way as well, or you will lose some parity with other classes and if you cannot have the very best weapon in the entire game enchanted, what will you have? For sure it should have the Thrown properly and be +3 along with everything else by level 11.
Your scores start out quite good. They are pretty amazing at first level, but they are utterly horrible by level 20. You pretty much ought to be capped on the only two that matter to you, which would be Dexterity and Charisma. You should easily be at 20 in Dexterity, Constitution, Wisdom, and Charisma by the time your are about level 11 as well. I bet Tomes to raise your scores will be easily available and you should be able to have 6 or so copies of each, or get to read the same one over and over. Check with your DM. They seem very nice.
You have everything else planned out in advance. Your magic items will be of vital importance. There might be a chance that any other players would be able to catch up with you otherwise.
You are a little low on heals. I don't see any at all. For a solo game that would be tragic. In a party game, the healer would need to be on you full time. I'd suggest a Sidekick with very potent healing abilities so you can also run a Life Doman Cleric for those full time heals. That way in solo play you will never have any risk of dying, and in group games the healer will only need to devote most of their attention to you and your sidekick. The rest of the party might need a heal or two, in the unlikely event that anything makes it past you.
Over all it really is fantastic. You've put the Fantastic into Fantasy gaming so much that you're ArchFantastic! Who needs a Patron really. You can be your own!
Without those few tidbits of information I asked for, like a writeup just as long for each and every other being involved, I can't help you any further. I'm sure you and your DM will have great fun, and anyone else ought to have a blast watching you do everything and chipping when they can.
I feel like this build is kinda limited in its scope. It wants to keep things locked down in darkness with sentinel, but I don't know, I don't think it's got the oomph to back it up. At higher levels, this build will be constricted as more things have things like tremor sense, or blindsight, true sight, whatever. That might even prove true at lvl 8 when you come online.
I'm also a bit surprised to see a relatively low CHA for a good portion of your career, and no hypnotic pattern or fear, especially when this build's going for battle control.
I'd increase CHA earlier on, and add agonizing blast somewhere in there as one of the invocations, along with taking the aforementioned spells, though sentinel would still be a great feat to take at 8 or 4, and delay PAM until 12.
We'll start from lvl 1 and we are planning to reach lvl 20 in a very long campaing, I played with this group for the last 6 years and we meet 2 times a week to roleplay, we are quite a solid party
We are a party of 4, me a archfay warlock, a college of lore bard, a tempest domain cleric and a circle of the land druid so i fleel pretty confident without having heal spell myself
I don't know if we'll be able to collect many tomes (or tatoos) but every increase in stat of course is very welcomed
I didn't specify it before, I play with a bard in the party and I don't want to monopolize every illusion spells, he will be the one that'll probably take [/spell]hypnotic pattern[Tooltip Not Found]fear[Tooltip Not Found]fear[spell] is much stronger
About the ASI I agree that reaching 20 in CHA at lvl 20 is very late but to be honest I hope that I will be able to increase my stats in a different way earlier
The only way to reach 20 CHA early is to take +2 CHA at lvl 4 and +1 CHA +1 to a different stat at lvl 8 but that'll delay to much the Sentinel+PAM combo
I can take +1 CHA +1 CON at lvl 4 to reach 18 CHA and than take at lvl 8 Sentinel and at lvl 12 PAM, but I think having the Sentinel+PAM combo is better than a +1 CHA and +1 CON, but I can be wrong
About Agonizing Blast I know it's very strong but I don't know which Eldritch Invocation I can swap for it, I prefer the other ones over it... I can probably change Improved Pact Weapon with it if I'll obtain a magic scythe that is already a magic weapon, I think that can be a good idea, thank you for suggesting me to think more about my invocation :)
I did some major changes to the build... it's a really long wall of text but if someone want to take the time and look at it would be really appreciated
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Hi guys, I'm new here :)
I was planning to play a Tabaxi Warlock Archfey with Pact of the Blade multiclassing in Rogue.
Probably the Archfey is not the best Otherworldy Patron and the Hexblade could enchance more my power in combat but I love the mischievous nature of a Tabaxi combined with an Archfey Patron and me an the DM decided for Nathair Sgiathach as the Patron.
We rolled the stat and with the racial bonus I have: 7 STR, 18 DEX, 15 CON, 12 INT, 13 WIS, 17 CHA
From level 1 I will have Proficencies in:
from the Warlock class Deception and Investigation
from the race feature Cat's Talent Perception and Stealth
from the Criminal/Spy Back ground Persuasion and History
From level 13 when i multiclass in Rogue I will have Proficencies in Insight and Expertise in Deception and Insight
Now let's begin with the Battle control aspect of my character:
We homebrew a Finesse, Reach and Two-Handed scythe that deals 1D6+DEX slashing damage that I will link as the pact weapon.
The basic premises of my build is the evergreen feat combo: Polearm Master + Sentinel.
My idea is to take some out of combact flavour and mind control spell and such as Sleep, Charm Person, Invisibility, Enemies Abound and Dominate Person, some of which can only be obtained with the Archfey and match them with Eldritch Invocation such as Mask of Many Faces.
now let's talk about the combo that I would like to ask you an opinion about:
Misty Step + Darkness (on self) +
Mirror Image+ Armor of AgathysAt level 8 I will replace Darkness with Shadow of Moil but when I'll have more choice in the spell known I'll get back Darkness for more variety.
I wont take spells such as Hex cause my concentration will always be on Darkness.
Some combact Eldritch Invocation that I will take are Devil's Sight to see in my darkness, Improved Pact Weapon to hit harder, Eldritch Mind to keep concentration on my spells and Thristing Blade to hit even harder and at higher level Lifedrinker and Eldritch Smite to hit the hardest I can.
My plan is to cast Armor of Agathys before the combact starts
or cast [Tooltip Not Found] when the combact startscombined with the spell Darkness.At lower level I will use the Archfey pact feature Misty Escape (one of the reasons why I chosed the Archfey) with the prerequisite of being hit but at higher level (when i will be able to cast 3 spells) I will be able to use Misty Step to jump on the big evil enemy and lock him inside my Darkness area of effect making him Blinded keeping 10 ft between me and him cause I have a Reach weapon.
If he tries to escape form the area of effect I will attack him with advantage and thanks to the Sentinel feat I'll stop him inside, if he tries to approach me I will still provoke an opportunity attack thanks to Polearm Master that I will do with advantage and lock him again thanks to Sentinel.
If he is able to reach me he will need to discern which of the copies is the real me thanks to Mirror Image or take some cold damage thanks to Armor of Agathys...I'll probably not cast both Mirror Image and Armor of Agathys at the same time or I'll use always all my spells slot... we are playing in a party of 4 player and I hope that the Bard, the Cleric or the Druid will have some spell that will give Temporaney Hitpoints so I can replace Armor of Agathys with something else...
I will also take spells such as Forcecage and Counterspell for even more control...
I will use the Archfey pact feature Fey Presence at the beginning of the combact if the enemies are close to me to Frightened them and give disadvantage on enemies attack.
I will take Eldritch blast cause it's so dumb strong but I wont take Invocation such as Agonizing Blast cause all of them are already occupied...
I would like to have an opinion about my build, did I miss something obvious, do you have any idea on how to enchance it or some funny kink that I could add?
Level up path
Of course my level up path will be flexible based on the campaing and what my compain will do (we are playing Hoard of the Dragon Queen + Rise of Tiamat + a fanmade campaing that brings it to level 20) but for now I made this path:
Level 1:
Take the spells Eldritch Blast, Minor Illusion, Armor of Agathys and Sleep and have the Archfey pact feature Fey Presence
Level 2:
Take the spell Charm Person and the Eldritch Invocation Devil Sight and Agonizing Blast
Level 3:
Take the spell Darkness, the Pact of the Blade and replace the Eldritch Invocation Agonizing Blast with Improved Pact Weapon and forge the homebrew weapon
Level 4:
Take the spells Mage Hand and Invisibility for some mischievous roleplay and the feat Polearm Master
Level 5:
Take the spells Enemies Abound and the Eldritch Invocation Thristing Blade
Level 6:
Take the spells Counterspell and get the Archfey pact feature Misty Escape
Level 7:
Take the spells Misty Step and the Eldritch Invocation Mask of Many Faces for roleplay
THIS PART ISN'T COHESIVE WITH THE BUILD ANYMORE, SKIP IT IF YOU WANT
Level 8 the build has come online:
Take the spells Shadow of Moil,
change Counterspell with Mirror Imageand take the feat SentinelI will use the spells Shadow of Moil sometimes instead of Darkness based on which enemy we are facing and to do not use always the same spells.
Probably if we are facing a caster I will use Darkness to make him unable to cast spells on target because he can't see and use Shadow of Moil againt fighter enemies.
Untill level 11 I will be able only to cast 2 spells for short rest so those will be Shadow of Moil or Darkness combined with Armor of Agathys
or Mirror Imageor Misty Step.I will have both the feat Polearm Master and Sentinel, a +3 CHA and +4 DEX with a Finesse, Reach and Two-Handed scythe+1 (thanks to Improved Pact Weapon) that deals 1D6+5 with 2 attacks combined with the bonus attack thanks to Polearm Master that deals 1d4+5 more damage.
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of 24.5 damage x round
Level 9:
Take the spells Dominate Person and the Eldritch Invocation Eldritch Mind to keep more easily concentration on spells
Level 10:
Take the cantrip Create Bonfire and the Archfey pact feature Beguiling Defenses, nothing fancy...
Level 11:
Take the spell Soul Cage and I have one free slot
take back the spell Counterspell. Now we can cast 3 spells per short rest and have more flexibility...Level 12:
Take the Eldritch Invocation Lifedrinker and get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+27 for an AVG of 36.5 damage x round
Level 12 Warlock - Level 1 Rogue:
Multiclass in Rogue and gain the Sneak Attack feature thanks to the fact that my scythe has the Finesse propriety
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master + Sneak Attack with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) + 1D6 (from Sneak Attack) +3 (from Improved Pact Weapon) for a total of: 3D6+1D4+27 for an AVG of 40 damage x round
Do you think is bad, balanced or good for a PC at this level with the feature explained before? I hope it's not overpowered or bad, I just hope that I made a fun PC.
The next level are nothing special, I took some spells that I liked and nothing special but to be complete I will add also the other level increase:
Level 13 Warlock - Level 1 Rogue:
Take the spells Synaptic Static and Plane Shift or Forcecage
Level 14 Warlock - Level 1 Rogue:
Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 1 Rogue:
Get the spells Banishment and Dominate Monster and get the Eldritch Invocation Eldritch Smite and change the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Level 16 Warlock - Level 1 Rogue:
Get the feat Lucky cause why not or get an Ability Score Improvement +2 CHA
Level 17 Warlock - Level 1 Rogue:
Get the the spells Foresight and now I have 1 free slot for a spell that I can chose
Now i can cast 4 spells per short rest
Reached level 18 I can chose two paths that I would like to ask you an opinion about:
A) get 2 more level in Warlock
B) get 2 more level in Rogue
C) some suggestion?
Level 18 Warlock - Level 1 Rogue:
Get the the spells Eldritch Invocation Shroud of Shadow and unlearn the spell Invisibility or the Eldritch Invocation Sculptor of Flesh to cast Polymorph. Doing so I will have 2 or 3 (if I unlearn Invisibility) free spell slots
Level 19 Warlock - Level 1 Rogue:
Get the one more feat or take an Ability Score Improvement +2 CHA (if not done before) or +2 DEX
OR
Level 17 Warlock - Level 2 Rogue:
Get the Cunning Action class feature to take the Dash, Disengage or Hide action as a Bonus Action
Level 17 Warlock - Level 3 Rogue:
Get one more D6 in the Sneak Attack
Get the Shashbuckler archetype to get Fancy Footwork to block enemies Opportunity Attack and Rakish Audacity to add my +4 CHA to my Initiative Rolls
To be honest my idea is to take Lucky at level 18 and +2 CHA at level 20 and so take the Warlock (19) Rogue (1) path
To recap my Tabaxi named Sin he will have:
HP: 20D8+60
7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
Feats:
Sentinel, Polearm Master and Lucky
Cantrips:
Eldritch Blast, Minor Illusion, Mage Hand, Create Bonfire
Spells:
Armor of Agathys, Sleep, Charm Person, Darkness, Invisibility, Enemies Abound,Mirror Image, Misty Step, Shadow of Moil, Dominate Person, Counterspell, Synaptic Static, Banishment and 3 free slot that I can chose
Spells from Eldritch Invocation:
Disguise Self and later Alter Self without expending a spell slot and Invisibility without expending a spell slot pr Polymorph once per day
Arcane Focus spells:
Soul Cage, Plane Shift or Forcecage, Dominate Monster and Foresight
Eldritch Invocaction:
Devil's Sight, Improved Pact Weapon, Thristing Blade, Mask of Many Faces (replaced later for Master of Myriad Forms), Eldritch Mind, Lifedrinker and Shroud of Shadow or Sculptor of Flesh
My turn at level 20 will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master + Sneak Attack with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 5 (CHA) +1 + 1D4+4 (DEX)+ 5 (CHA) + 1D6 (from Sneak Attack) +3 (from Improved Pact Weapon) for a total of: 3D6+1D4+30 for an AVG of 43 damage x round
This build was done without Spirit Shroud in mind
with chaces of using Eldritch Smite on a crit and some flavour spells to attack with advantage and give disadvantage to enemies and some controll from spells and feats.
CONTINUE FROM HERE AFTER MAJOR CHANGES
I had to do some changes to this build, at lvl 8th I had to take a level in Paladin for roleplay reasons so... everything changed
Level 7 Warlock - Level 1 Paladin:
I took a level in Paladin and that's it.. I'm planning to take 2 more levels in Paladin, one at level 11th and the last one probably from 19th to 20th. Lay on Hands is kinda usefull but we have better healers in party.
currently my spell setup is:
Cantrips:
Eldritch Blast, Minor Illusion, Mage Hand
Spells:
Sleep, Charm Person, Darkness, Invisibility, Enemies Abound, Counterspell, Spirit Shroud + the spell Galder's Speedy Courier
My Elrditch Invocation currently are:
Mask of Many Faces, Devil's Sight, Thristing Blade, Ghostly Gaze
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master to deal:
x2 1D6+4 (DEX) + 1D4+4 (DEX) for a total of: 2D6+1D4+12 for an AVG of 21.5 damage x round
With Spirit Shroud now a 4th level cast, I would add 1D8 to each attack
x2 1D6+4 (DEX) + 1D4+4 (DEX) + 3D8 (Spirit Shroud) for a total of: 2D6+1D4+3D8+12 for an AVG of 35 damage x round
Level 8 Warlock - Level 1 Paladin, the build comes online now:
Take the spells Shadow of Moil and take the feat Sentinel
I have 4 Eldritch Invocation slots and I have to chose between two routes, fight centric or more roleplay centric:
I would probably use Thristing Blade, Improved Pact Weapon, Ghostly Gaze and Mask of Many Faces and drop Devil's Sight now that I don't rely only on Darkness
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Ghostly Gaze, Mask of Many Faces
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of 24.5 damage x round
With Spirit Shroud now a 4th level cast, I would add 1D8 to each attack
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) + 3D8 (Spirit Shroud) for a total of: 2D6+1D4+3D8+15 for an AVG of 38 damage x round
Level 9 Warlock - Level 1 Paladin:
One more level in Warlock to get the 5th level casting and one more Eldritch Invocation slot that i would use to take Eldritch Mind and take the spell Scrying
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Mask of Many Faces
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+15 for an AVG of 24.5 damage x round
With Spirit Shroud now a 5th level cast, I would add 2D8 to each attack
x2 1D6+4 (DEX) + 1D4+4 (DEX) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+15 for an AVG of 51.5 damage x round
Level 9 Warlock - Level 2 Paladin:
I can have 4 spells prepared (CHA+1/2 Paladin Level) from my paladin spells: take the 1st level spells Detect Magic, Command, Divine Favor and Purify Food and Drink
Take the fighting style Great Weapon Fighting for a small increase of the average damage or Blind Fighting... but probably I will pick the first one
Level 10 Warlock - Level 2 Paladin:
Take the cantrip Create Bonfire and the Archfey pact feature Beguiling Defenses
Now I can take the Eldritch Invocation Lifedrinker but to do so I have to replace one of the old one. I would keep Thristing Blade, Improved Pact Weapon, Eldritch Mind and Ghostly Gaze and drop Mask of Many Faces
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker
My turn will now consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 3 (CHA) + 1D4+4 (DEX)+ 3 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+24 for an AVG of 33.5 damage x round
Also I can use Divine Smite +5D8 and use the Spirit Shroud to add +2D8 to each attack (3 attacks per round so +6D8)
My max damage per round can be, using Spirit Shroud instead of Shadow of Moil and Divine Smite
x2 1D6+4 (DEX)+ 3 (CHA) + 1D4+4 (DEX)+ 3 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 5D8 (Divine Smite) for a total of: 2D6+1D4+24+11D8
for an AVG of 83 damage with Divine Smite
and an AVG of 60.5 damage x round of without Divine Smite
Level 11 Warlock - Level 2 Paladin:
Take the spell Soul Cage with Mystic Arcanum and the spell Dominate Person. Now we can cast 3 spells per short rest and have more flexibility...
Level 12 Warlock - Level 2 Paladin:
Take back with the new slot the Eldritch Invocation Mask of Many Faces.
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Mask of Many Faces
Get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4 (CHA) + 1D4+4 (DEX)+ 4 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+27 for an AVG of 36.5 damage x round
The next levels up to level 19th are simpler, I took some spells that I liked and nothing special but to be complete I will add also the other level increase:
Level 13 Warlock - Level 2 Paladin:
Take spell Plane Shift or Forcecage with Mystic Arcanum and the spells Banishment
Replace the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Level 14 Warlock - Level 2 Paladin:
Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 2 Paladin:
Take the spells Glibness with Mystic Arcanum for the combo with Counterspell (you can't roll less than 15 and with +4 CHA that means you can always counterspell anything) and one free spell slot
With the new Eldritch Invocation slot take the Eldritch invocation Visions of Distant Realms
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms, Visions of Distant Realms
and change the Eldritch Invocation Mask of Many Faces with Master of Myriad Forms
Level 16 Warlock - Level 2 Paladin:
Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
Level 17 Warlock - Level 2 Paladin:
Get the the spells Foresight and one more free slot for a spell that I can chose (two total)
Level 17 Warlock - Level 3 Paladin:
There are three Oaths I was looking for. I woud use my single use of Channel Divinity per short rest to:
Oath of Devotion for Sacred Weapon to add my CHA modifier to the attack rolls (not damage rolls) made with my pact weapon
Oath of the Ancients for Nature’s Wrath and be able to block an enemy with vines
Oath of the Open Sea for Fury of the Tides and be able to move enemies on the battlefield and a bit more damage if they collide with something when they are moved. Also the Marine Layer can have some minor implication.
To recap my Tabaxi named Sin he will have:
HP: 17D8+3D10+60 AVG 153
7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
Feats:
Sentinel and Polearm Master
Cantrips:
Eldritch Blast, Minor Illusion, Mage Hand, Create Bonfire
Walock spells (12/14):
1st level: Sleep (but scales with levels), Charm Person
2nd level: Darkness, Invisibility
3rd level: Enemies Abound, Counterspell, Spirit Shroud
4th level: Shadow of Moil, Galder's Speedy Courier, Banishment
5th level: Scrying, Dominate Person
Some good option are:
2nd level: Misty Step, Flock of Familiars
3rd level: Fly
4th level: Sickening Radiance
At high level I will probably be able to replace Galder's Speedy Courier and Scrying after some roleplay implications for 2 more free spell slot.
Paladin spells:
I will have 4 spells prepared (CHA+1/2 Paladin Level) from my paladin spells. I won't pick concentration fight spell for my Paladin so I can take:
1st level: Detect Magic, Command, Divine Favor and Purify Food and Drink
Spells from Eldritch Invocation:
Disguise Self and later Alter Self without expending a spell slot
Arcane Focus spells:
Soul Cage, Plane Shift or Forcecage, Glibness and Foresight
Eldritch Invocaction:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms, Visions of Distant Realms
My turn at level 20 will consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon to deal:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
I will usually fight with Shadow of Moil active to have advantage on any attack and give disadvantage to the enemies that tries to hit me
but to go all in I'll cast Foresight and Spirit Shroud, get the advantage/disadvantage from the 9th level spell and keep concentration on Spirit Shroud. Adding also a Divine Smite my max damage would be:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+30 and an AVG of 66.5 damage
to end things off I can also use my Divine Smite for a total of:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 5D8 (Divine Smite) for a total of: 2D6+1D4+11D8+30 for an AVG of 89 damage
with a bonus to hit on each attack a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon keeping in mind that all the attacks will be done with advantage if enemies doesn't have truesight
with chaces of using Divine Smite on a crit and some flavour spells to attack with advantage and give disadvantage to enemies and some control from spells and feats.
There is also another huge option that is to take 9 levels in Warlock and 11 levels in Paladin. Up to Level 9 Warlock - Level 2 Paladin it's the same but than it becomes:
Level 9 Warlock - Level 3 Paladin
I would take a Sacred Oath, one of Oath of Devotion, Oath of the Ancients or Oath of the Open Sea. I will take take the Eldritch Invocation Lifedrinker but to do so I have to replace one of the old one. I would keep Thristing Blade, Improved Pact Weapon, Eldritch Mind and Ghostly Gaze and drop Mask of Many Faces.
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker
Level 9 Warlock - Level 4 Paladin
Get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA
x2 1D6+4 (DEX)+ 4(CHA) + 1D4+4 (DEX)+ 4 (CHA) +3(from Improved Pact Weapon) for a total of: 2D6+1D4+27
Level 9 Warlock - Level 5 Paladin
Get Extra Attack so I can drop Thristing Blade and take back Mask of Many Faces.
Eldritch Invocation:
Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Mask of Many Faces
Level 9 Warlock - Level 6 Paladin
Get Aura of Protection that let me add my CHA bonus whenever I or a frienly creature withit 10 feet of me must make a saving throw. Replace Mask of Many Faces with Master of Myriad Forms
Eldritch Invocation:
Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Level 9 Warlock - Level 7 Paladin
Get a Sacread Oath feature but I didn't decide my Oath yet.
Oath of Devotion for Aura of Devotion protects friendly creatures within 10 feets from beeing charmed.
Oath of the Ancients for Aura or Warding gives friendly creatures within 10 feets resistance to damage from spells, but at higher levels usually monster use attacks with effects like spells and not exactly spells.
Oath of the Open Sea for Aura of Liberation protects friendly creatures within 10 feets from beeing grappled ir restrained.
Level 9 Warlock - Level 8 Paladin
Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
Level 9 Warlock - Level 9 Paladin
Get 3rd level spells with the Paladin.
Level 9 Warlock - Level 10 Paladin
Get Aura of Courage, friendly creatures within 10 feets can't be frightened.
Level 9 Warlock - Level 11 Paladin
Get Improved Divine Smite to add 1D8 radiant damage whenever I hit a creature with a melee weapon.
To recap my Tabaxi named Sin he will have:
HP: 9D8+11D10+60 AVG 161
7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA
Feats:
Sentinel and Polearm Master
Cantrips:
Eldritch Blast, Minor Illusion, Mage Hand, dropped Create Bonfire
Spells:
Will be considered later.
My turn at level 20 will consist in 2 attacks + 1 weaponized Bonus Action thanks to Polearm Master with a +1 weapon thanks to Improved Pact Weapon. I have two main option:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) +3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+3D8+30 for an AVG of 53 damage
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+9D8+30 for an AVG of 80 damage
to end things off I can also use my Divine Smite for a total of:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 3D8 (from Improved Divine Smite) + 5D8 (Divine Smite) for a total of: 2D6+1D4+14D8+30
for an AVG of 102.5 damage
with a bonus to hit on each attack a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon.
Considerations:
The biggest difference is that with the Level 9 Warlock Level 11 Paladin build I don't get the Arcane Focus spells: Soul Cage, Plane Shift or Forcecage, Glibness and Foresight so I can't have automatic advantage and disadvantage in the fights and the Eldritch Invocation Visions of Distant Realms
Also I only get 2 spell slots from my Warlock (5th level) instead of 4 spell slots and I have to drop some of the warlock spells known, 10 instead of 14.
On the other hand I get Aura of Protection and my Lay on Hand goes from 15 HP to 55 HP.
My HP pool goes from 17D8+3D10+60 AVG 153 to 9D8+11D10+60 AVG 161.
I get 4 1st level, 3 2nd level and 3 3rd level spell slots from my Paladin spells.
Considering my Warlock spell list that I did before and sorting them by level:
Walock spells (12/14) in the Level 17 Warlock Level 3 Paladin build:
1st level: Sleep (but scales with levels), Charm Person
2nd level: Darkness, Invisibility
3rd level: Enemies Abound, Counterspell, Spirit Shroud
4th level: Shadow of Moil, Galder's Speedy Courier, Banishment
5th level: Scrying, Dominate Person
Some good option are:
2nd level: Misty Step, Flock of Familiars
3rd level: Fly
4th level: Sickening Radiance
At high level I will probably be able to replace Galder's Speedy Courier and Scrying after some roleplay implications for 2 more free spell slot.
Warlock spells (10/10) in the Level 9 Warlock Level 11 Paladin build:
1st level: Sleep (but scales with levels), Charm Person
2nd level: Darkness, Invisibility
3rd level: Enemies Abound, Counterspell, Spirit Shroud
4th level: Shadow of Moil, Banishment
5th level: Dominate Person
I also will have less powerfull 5th level spell slot for Divine Smite but I can compensate with Improved Divine Smite and use Divine Smite with the lower level spells slot of the paladin.
I can get Spirit Shroud from the paladin spell list at high level so I can replace it later on with Fly or Sickening Radiance
Paladin spells:
I will have 10 spells prepared (CHA+1/2 Paladin Level) from my paladin spells. I won't pick concentration fight spell for my Paladin so I can take:
1st level: Detect Magic, Command, Divine Favor and Purify Food and Drink, Bless
2nd level: Locate Object, Lesser Restoration
3rd level: Revivify, Dispel Magic, Spirit Shroud
when I get 3rd level spell slot at 9th paladin level I can take Spirit Shroud from the paladin spell list and free a Warlock spell slot.
I will also have some spells always prepared based on my Oath:
Oath of Devotion: Protection from evil and good, Sanctuary, Lesser Restoration, Zone of Truth, Beacon of Hope, Dispel Magic
Oath of the Ancients: Ensnaring Strike, Speak with Animals, Misty Step, Moonbeam, Plant Growth, Protection from Energy
Oath of the Open Sea: Create or Destroy Water, Expeditious Retreat, Augury, Misty Step, Call Lightning, Freedom of the Waves
Spells from Eldritch Invocation:
Disguise Self and later Alter Self without expending a spell slot
Eldritch Invocaction:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Master of Myriad Forms
Conclusions:
The build with more levels in Paladin gives more utility for the party with Aura(s) and Lay on Hand and spells like Revivify
The build with more levels in Warlock gives me more 5th level spell slots and spells like Glibness and Foresight that does not require concentration and can be incredible in fights.
The roleplay aspect of both builds isn't that much different and I like both of them the same.
Without considering the Divine Smite damage, the AVG damage in fights will be:
Build 17 Warlock 3 Paladin:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) for a total of: 2D6+1D4+30 for an AVG of 39.5 damage
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) for a total of: 2D6+1D4+6D8+30 for an AVG of 66.5 damage
Build 9 Warlock 11 Paladin:
In normal fights I will be stronger, I would be able to use Divine Smite more often with low level spell slots:
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) +3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+3D8+30 for an AVG of 53 damage
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +3 (from Improved Pact Weapon) + 6D8 (Spirit Shroud) + 3D8 (from Improved Divine Smite) for a total of: 2D6+1D4+9D8+30 for an AVG of 80 damage
Considering that I would have a +6(Proficency)+4(DEX) for a total of +10 to hit or a +6(Proficency)+4(DEX)+5(CHA) for a total of +15 to hit if I take the Channel Divinity Sacred Weapon I don't know how much I would need the effects of Shadow of Moil or Foresight to hit the enemies.
However my AC would be really low (15-20) so giving them disadvantage can be usefull, but I think high level monster rely more on saving throw or have bonus to hit >10 so even with disadvantage hitting me with 15-20 AC would be very easy.
Foresight allows me to have advantage on saving throws, however Aura of Protection let me and the friently creature nearby add my +5 CHA bonus to them.
39.5 damage x round looks really low to me at level 20 but I don't have much experience and I don't want to risk to be a burden for the party, however 53 damage x round looks better to me in the first option of the second build.
Just for fun let's break down the max potential damage immagining going all in in both builds (using all spells slot for smites and taking the Eldritch Invocation Eldritch Smite instead of Improved Pact Weapon and having a +3 magic weapon)
Smites scaling
Spell slot Divine Smite Eldtrich Smite
1st 2d8 1d8
2nd 3d8 2d8
3rd 4d8 3d8
4th 5d8 4d8
5th 5d8 5d8
Build 17 Warlock 3 Paladin:
4 5th level spells slots from Warlock - 2 1st level spell slots from Paladin
fight with Spirit Shroud and Foresight active to get the sweet +2D8 on every attack and advantage on every roll.
I had to use a 5th level spell slot for Spirit Shroud
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +9 (from +3 Weapon) + 6D8 (Spirit Shroud) + x3 5d8 (from Elrditch Smite x3 5th level spell slots) + x2 2d8 (from Divine Smite x2 1st level spell slots) for a total of: 2D6+1D4+36+25d8 for an AVG of 158 damage
Build 9 Warlock 11 Paladin:
2 5th level spell slots from Warlock - 3 3rd level spell slots + 3 2nd level spell slots + 4 1st level spell slots from Paladin
fight with Spirit Shroud to get the sweet +2D8 on every attack.
I had to use a 5th level spell slot for Spirit Shroud
x2 1D6+4 (DEX)+ 5 (CHA) + 1D4+4 (DEX)+ 5 (CHA) +9 (from +3 Weapon) + 6D8 (Spirit Shroud) + x1 5d8 (from Elrditch Smite x1 5th level spell slots) + x2 2d8 (from Eldrith Smite x2 2nd level spell slots) + x3 4d8 (from Divine Smite x3 3st level spell slots) for a total of: 2D6+1D4+36+27d8 for an AVG of 167 damage
CURRENT BUILD:
Level 8 Warlock - Level 1 Paladin:
currently my spell setup is:
Cantrips:
Eldritch Blast, Minor Illusion, Mage Hand
Spells:
Sleep, Charm Person, Darkness, Invisibility, Enemies Abound, Counterspell, Spirit Shroud, Galder's Speedy Courier and Shadow of Moil
My Elrditch Invocation currently are:
Improved Pact Weapon, Devil's Sight, Thristing Blade, Ghostly Gaze
Level 9 Warlock - Level 1 Paladin:
Get the 5th level spells. Replace Charm Person with the spell Dominate Person and Galder's Speedy Courier with Flock of Familiars. Take the spell Phantasmal Force.
With the new Eldritch Invocation slot take Eldritch Mind.
Level 10 Warlock - Level 1 Paladin:
Take the cantrip Mind Sliver and the Archfey pact feature Beguiling Defenses.
Replace Darkness with Dream for a cool interaction with Dominate Person.
Level 11 Warlock - Level 1 Paladin:
Take the spell Soul Cage with Mystic Arcanum and the spell Hold Monster. Now we can cast 3 spells per short rest and have more flexibility...
Level 12 Warlock - Level 1 Paladin:
Get with the new slot the Eldritch Invocation Lifedrinker.
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Devil's Sight
Get an Ability Score Improvement +1 CHA +1 CON to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 18 CHA (+2 with Tome of Leadership and Influence)
Level 12 Warlock - Level 2 Paladin:
I can have 6 spells prepared (CHA+1/2 Paladin Level rounded down) from my paladin spells:
1st level spells: Command, Compelled Duel, Cure Wounds, Detect Magic, Protection from Evil and Good and Shield of Faith
Take the Fighting Style Great Weapon Fighting for a small increase of the average damage, Defense for a +1 AC or Blessed Warrior for two cleric cantrips.
Probably I will take Blessed Warrior and the cantrips Guidance and Mending
Get the Divine Smite feature.
Level 13 Warlock - Level 2 Paladin:
Take the spell Forcecage (or Plane Shift but probably not) with Mystic Arcanum and a new spell slot that I can use to take back Charm Person.
Level 14 Warlock - Level 2 Paladin:
Get the Archfey pact feature Dark Delirium
Level 15 Warlock - Level 2 Paladin:
Take the spells Glibness with Mystic Arcanum for the combo with Counterspell (you can't roll less than 15 and with more than +4 CHA that means you can always counterspell anything)
1 free pact magic slot
With the new Eldritch Invocation slot take the Eldritch invocation Agonizing Blast. Replace the Eldritch Invocation Ghostly Gaze with Visions of Distant Realms
Eldritch Invocation:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Devil's Sight, Agonizing Blast
Level 16 Warlock - Level 2 Paladin:
Get an Ability Score Improvement +2 CHA to reach: 7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA (+2 with Tome of Leadership and Influence)
I can have 1 more spells prepared (CHA+1/2 Paladin Level rounded down) from my paladin spells: take Purify Food and Drink
Level 17 Warlock - Level 2 Paladin:
Get the the spells Foresight
2 free pact magic slot
Now I have 4 spell slots per short rest.
Level 17 Warlock - Level 3 Paladin:
Take the Oath of Devotion or Oath of the Watcher. I woud use my single use of Channel Divinity per short rest to:
Oath of Devotion for Sacred Weapon to add my CHA modifier to the attack rolls (not damage rolls) made with my pact weapon.
Oath of the Watcher for Watcher’s Will a number of creatures up to 6 (CHA bonus) for 1 minute have advantage on Intelligence, Wisdom, and Charisma saving throws.
To recap my Tabaxi named Sin he will have:
HP: 17D8+3D10+60 AVG 153
7 STR, 18 DEX, 16 CON, 12 INT, 13 WIS, 20 CHA (+2 with Tome of Leadership and Influence)
Feats:
Sentinel and Polearm Master
Walock spells (12/14):
Cantrips: Eldritch Blast, Minor Illusion, Mage Hand, Mind Sliver
1st level: Sleep (but scales with levels), Charm Person
2nd level: Invisibility, Phantasmal Force, Flock of Familiars
3rd level: Enemies Abound, Counterspell, Spirit Shroud
4th level: Shadow of Moil
5th level: Dream, Dominate Person, Hold Monster
Some good option are:
1st level: Armor of Agathys (but scales with levels)
2nd level: Misty Step, Darkness
3rd level: Fly, Blink
4th level: Sickening Radiance, Galder's Speedy Courier, Banishment, Spirit of Death (or Summon Aberration), Raulothim's Psychic Lance
5th level: Scrying, Synaptic Static
At high level I will probably be able to replace Galder's Speedy Courier and Scrying anyway after some roleplay implications.
Paladin spells (7/7):
I will have 7 spells prepared (CHA+1/2 Paladin Level) from my paladin spells. I won't pick concentration fight spell for my Paladin so I can take:
Cantrips (from Blessed Warrior): Guidance and Mending
1st level: Command, Compelled Duel, Cure Wounds, Detect Magic, Protection from Evil and Good, Shield of Faith and Purify Food and Drink
Some option are:
1st level: Divine Favor
Spells from Eldritch Invocation:
Disguise Self and later Alter Self, Arcane Eye without expending a spell slot
Arcane Focus spells:
Soul Cage, Forcecage (or Plane Shift), Glibness and Foresight
Eldritch Invocaction:
Thristing Blade, Improved Pact Weapon, Eldritch Mind, Ghostly Gaze, Lifedrinker, Devil's Sight, Agonizing Blast
THAT'S ALL. THANK YOU IF YOU READ ALL MY POST, I KNOW IT'S VERY LONG AND I REALLY APRRECIATE IF YOU TAKE YOUR TIME TO READ ALL THIS. I'M NOT NATIVE ENGLISH SO IF I MADE SOME MISTAKES I HOPE THAT YOU CAN FORGIVE ME
First of all thank you for the reply :)
If with Bladelock you mean a Pact of the Blade maybe I missed something but I think that you can add your CHA to your damage roll only if you are an Hexblade and I am not, I'm an Archfey so I don't get the Otherworldy Patreon Feature Hex Warrior that make you able to add your CHA to the damage that you inflict with your Pact Weapon:
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
That's why I needed an homebrew weapon, I want to play a dexterous character and not a strenght based one but all the Reach weapons of Polearm Master are strenght based...
If i missed something and I can add my CHA to the damage rolls with a melee weapon as a Archfey please tell me how, this would make my life much easier ahahahah
I added both DEX and CHA to the damage cause DEX come from the fact that my weapon is a Finesse weapon and the bonus that i labeled as CHA is from the Eldritch Invotacion Lifedrinker, probably the way that I formulate the text made it uncler, my bad:
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
One suggestion: drop Sleep spell after level 4 or so. The DM most likely use mods which HP is too high for Sleep spell
Also, have your DM approve polearm with finesse property? Because the whole build is out of window if your DM does not allow it.
Yes I already spoken with my DM about this homebrew weapon and he approves it.
as ArntItheBest said DEX is a very strong stat and to try to make it more balanced we downgrade the weapon damage dice from a D8, that's the dice for Polearms, to a D6...
about the possibility of using Sneak Attack he is fine with it. We are roleplaying it like if my weapon, which is a scythe, is the scythe of Death, as the death is invisible and can come from anywhere... it's a bit philosophical but fits well with my BG which is the most important thing and also with the build
up, can I have some more feedback from someone? :)
As you're only going for 1 level of Rogue, I'd suggest starting off it with it. You'll have good saves, but more importantly, start off with more skills. Then you can just go Warlock from there on out... and you'll have Sneak Attack the whole time.
Also, a reminder - all you need to get Sneak Attack is advantage on the attack - you'll likely be going high on the initiative count more often than not, so make a point of shadowing the fighters in your group, and striking at whatever they are engaging with.
Lastly, as a DM, I would rule that Darkness and Mirror Image would not work together... and I'd suggest doing some searches on the forum about the whole Darkness thing, and how it impacts your party. It can be a powerful combo with Devil's Sight, but it some drawbacks.
It's very interesting from a technical side, and it looks like it ought to be great fun to play. Your DM is on board with it, and you both should have a lot of fun. A few questions if I might? What level are you going to start play at, and are there going to be any other players involved? If so, what are they playing?
That Scythe you have is massively powerful. It's really awesome. It has pretty much every single advantage to it that any weapon gets, except for thrown! You might check with your DM, it really ought to have that as well. I can only assume that it will be enchanted along the way as well, or you will lose some parity with other classes and if you cannot have the very best weapon in the entire game enchanted, what will you have? For sure it should have the Thrown properly and be +3 along with everything else by level 11.
Your scores start out quite good. They are pretty amazing at first level, but they are utterly horrible by level 20. You pretty much ought to be capped on the only two that matter to you, which would be Dexterity and Charisma. You should easily be at 20 in Dexterity, Constitution, Wisdom, and Charisma by the time your are about level 11 as well. I bet Tomes to raise your scores will be easily available and you should be able to have 6 or so copies of each, or get to read the same one over and over. Check with your DM. They seem very nice.
You have everything else planned out in advance. Your magic items will be of vital importance. There might be a chance that any other players would be able to catch up with you otherwise.
You are a little low on heals. I don't see any at all. For a solo game that would be tragic. In a party game, the healer would need to be on you full time. I'd suggest a Sidekick with very potent healing abilities so you can also run a Life Doman Cleric for those full time heals. That way in solo play you will never have any risk of dying, and in group games the healer will only need to devote most of their attention to you and your sidekick. The rest of the party might need a heal or two, in the unlikely event that anything makes it past you.
Over all it really is fantastic. You've put the Fantastic into Fantasy gaming so much that you're ArchFantastic! Who needs a Patron really. You can be your own!
Without those few tidbits of information I asked for, like a writeup just as long for each and every other being involved, I can't help you any further. I'm sure you and your DM will have great fun, and anyone else ought to have a blast watching you do everything and chipping when they can.
<Insert clever signature here>
I feel like this build is kinda limited in its scope. It wants to keep things locked down in darkness with sentinel, but I don't know, I don't think it's got the oomph to back it up. At higher levels, this build will be constricted as more things have things like tremor sense, or blindsight, true sight, whatever. That might even prove true at lvl 8 when you come online.
I'm also a bit surprised to see a relatively low CHA for a good portion of your career, and no hypnotic pattern or fear, especially when this build's going for battle control.
I'd increase CHA earlier on, and add agonizing blast somewhere in there as one of the invocations, along with taking the aforementioned spells, though sentinel would still be a great feat to take at 8 or 4, and delay PAM until 12.
thank you for the reply :)
We'll start from lvl 1 and we are planning to reach lvl 20 in a very long campaing, I played with this group for the last 6 years and we meet 2 times a week to roleplay, we are quite a solid party
We are a party of 4, me a archfay warlock, a college of lore bard, a tempest domain cleric and a circle of the land druid so i fleel pretty confident without having heal spell myself
I don't know if we'll be able to collect many tomes (or tatoos) but every increase in stat of course is very welcomed
thank you for the reply :)
I didn't specify it before, I play with a bard in the party and I don't want to monopolize every illusion spells, he will be the one that'll probably take [/spell]hypnotic pattern[Tooltip Not Found]fear[Tooltip Not Found]fear[spell] is much stronger
About the ASI I agree that reaching 20 in CHA at lvl 20 is very late but to be honest I hope that I will be able to increase my stats in a different way earlier
The only way to reach 20 CHA early is to take +2 CHA at lvl 4 and +1 CHA +1 to a different stat at lvl 8 but that'll delay to much the Sentinel+PAM combo
I can take +1 CHA +1 CON at lvl 4 to reach 18 CHA and than take at lvl 8 Sentinel and at lvl 12 PAM, but I think having the Sentinel+PAM combo is better than a +1 CHA and +1 CON, but I can be wrong
About Agonizing Blast I know it's very strong but I don't know which Eldritch Invocation I can swap for it, I prefer the other ones over it... I can probably change Improved Pact Weapon with it if I'll obtain a magic scythe that is already a magic weapon, I think that can be a good idea, thank you for suggesting me to think more about my invocation :)
I did some major changes to the build... it's a really long wall of text but if someone want to take the time and look at it would be really appreciated