I'm currently in the process of trying to finish up a campaign with some friends, and during our last session we talked about what we're going to do for our next campaign.
We've been given some of a look into what the campaign will be entailing (half module/half homebrew I'll say), and it's going to involve a lot of BIG fights, both in level and size of monster, and that we'll be starting at level 10-12.
I've been intrigued on running a Pal/Lock build (was interested in OoV/Hexblade) but since the 2024 rules I'm looking for the most optimal build that I can do. I'm willing to actually go with any Lock subclass, but If anyone can share the best build for it, as well with the BG/ability scores.
Edited: Fat fingered my keyboard and accidentally posted too soon lol
This is going to be a long post, since I am about to start a campaign and am similarly going for a Warlock/Paladin. Apologies if too long but it should have a lot of helpful info in it to determine what would work for you. I have put the build I am going for at the very bottom.
This question has a lot behind it, Warlock is a HIGHLY customizable class but obviously the main reason for the multiclass is usually going to be pact of the blade. What helps further is all the potential source of temporary HP that Warlock has available too it.
SUBCLASSES
Functionally you can mix any Paladin Subclass with any Warlock Subclass but lore wise some work better than others.
Oath of Devotion goes best with Celestial
Oath of Glory goes best with Great Old One
Oath of Ancients goes best with Archfey
Oath of Vengeance goes best with Fiend
You don't have stick with them but some DMs might be a stickler on it, ultimately you can make a backstory that matches any subclass to any subclass. My own character I am currently using is an Archfey Warlock that will later pick up Oath of Devotion.
Benefits of each Warlock Subclass (up to Warlock 10)
Archfey - Misty Step from steps of the fey, you'll be teleporting around the battlefield a lot more, this means getting into better positions faster, being able to misty step as a reaction with Misty Escape and then get additional effects on Misty step (TempHP, Taunt, AoE damage or Invisibility!). Beguiling Defenses also makes you immune to Charm (altho a Warlock/Paladin probably isn't too susipectable to those in the first place) and gives you a once per long rest reaction to half incoming damage from an attack roll and potentially reflect half of that back.
Ceslestial - it works well with a support type Paladin, you get an additional healing ability (Healing Light, similar to lay on hands but ranged), you get resistance to radiant damage and more radiant/fire damage from spells (check with DM regarding Divine Smite and Searing Smite!), Eventually you also get temporary HP on a short & long rest, also you grant a small amount of temporary HP to other allies, it is in effect a weaker version of the Inspiring leader feat and sources of Temporary HP do not stack.
Fiend - lots of temporary HP from Dark One's Blessing this will keep you up and reduce the amount of healing needed, later on Dark One's Own Luck to be making even more saving throws. Fiendish Resilience also gives 1 resistance that isn't force. This is basically the tankiest option around and saving throws are huge, later on, resistance can mean you have effectively twice the HP/TempHP if you get the right choice.
Great Old One - Early on this one is a bit weaker for the multiclass but social RP it is very powerful with telepathy. At level 6, Clairvoyant Combatant is a way to get advantage against a creature and give it disadvantage against you, this can be quiet useful albeit limited to once per short/long rest and if the creature saves then it's wasted. Later on Eldritch Hex is a way to force creatures to have worse saving throws, this makes an excellent option in late game for rendering creatures more vulnerable to spells from others.
Benefits of each Paladin Subclass (up to Paladin 10)
Oath of the Ancients, Nature's Wrath is a powerful Crowd Control move, Aura of Warding gives you and your allies within range resistance against Psychic, Necrotic and Radiant damage types. Speak with Animals also opens up RP opportunities
Oath of Devotion, I'd most likely recommend Devotion, Sacred Weapon scales with Charisma to add attack, paired with Pact Weapon you get basically some of the highest attack rolls of any build. Aura of Devotion gives you and your allies immunity to Charm, while Paladin already has Aura of Protection and Wisdom Save Proficiency, the immunity too allies can be quiet helpful.
Oath of Glory, Inspiring Smite is a source of Temporary HP, this can be paired with Fiendish Vigor, so once you lose your temporary HP from the start of battle, you then Divine Smite to refresh temporary HP, making you excessively tanky but this may have issues with Dark One's Own Blessing from Fiend, as sources of Temporary HP do not stack. Aura of Alacity is more movement speed for you and allies that start their turns in your Aura. Movement gives more battlefield control and the ability to close gaps faster.
Oath of Vengeance, Vow of Enmity is a source of Advantage and a powerful one as it has no inherent downsides but becomes less valuable if you have another way of getting advantage (i.e. Devil's Sight + darkness spell or Greater Invisibility). Relentless Avenger gives you more zone control and even more movement, however this mostly comes down to how the DM plays hostile creatures as it relies on opportunity attacks.
As I said above, I am looking at Devotion + Archfey. It's about high damage output for me, while in theory Vengeance can output more damage than Devotion, in a lot of party builds Devotion does better if other classes are supplying advantage (and there is a Bard, A Druid and a Cleric in the party that I am in). That said once you get to the +5 Charisma Modifier, Devotion is probably doing more damage even without advantage.
I think it is fair to say Warlock gives more to Paladin than Paladin gives to Warlock in this multiclass.
INVOCATIONS
In terms of Invocations, The following ones are a must
Pact of the Blade - weapons attack&damage scaling with Charisma makes the whole build SAD which is highly beneficial for several reasons (will go over in the last section, attributes)
Thristing Blade(5) - This is only a pick while you're waiting for Extra Attack from Paladin or as a prerequisite to Devouring Blade, this effectively gives Extra Attack for a Pact Weapon
Life Drinker(9) - Extra damage is always good
Devouring Blade(12) - if you take Warlock too 12, 3 weapon attacks per action is insane
The good invocations are
Agonizing Blast(2) - Being able to use Eldritch Blast is still useful too a Pact of the Blade Warlock, you are not always in melee range and this allows you to output more damage even in those situtations.
Fiendish Vigor(2) - Start every battle with 12 Temporary HP, less useful for Celestial Warlock once you hit Warlock 10 or if anybody in the party has Inspiring Leader.
Devil's Sight(2) - the ability to see in Darkness (even magical Darkness) is quiet useful, more so if you want to use Eldritch Blast or to avoid disadvantage on weapon attacks, this is slightly less valuable if taking on Blind Fighting as a fighting style from Paladin.
Eldritch Mind - if you're not going to take the Warcaster Feat then Eldritch Mind also gives you Constitution saving throws
Eldritch Smite(5) - It's like Divine Smite expect it's not a spell, does not use a bonus action and causes the Prone condition on anything Huge or smaller (no SAVE!) However at the cost of both an Invocation AND consuming Pact Magic Slots, this is the most expensive option around. Prone is good in a party of melee users but bad for all ranged attacks. Like all Smite Spells, Eldritch Smite is best used on a critical hit, meaning it works best with builds that get advantage.
Repelling Blast (2) - When you Eldritch Blast, you apply a push effect too it, making it have some battlefield control capability, but take this after Agonizing Blast.
ABILITY SCORES
Primarily Charisma is key here, Pact of the Blade scales with Charisma, Aura of Protection scales with Charisma, Spellcasting for both Paladin and Warlock scales with Charisma and multiple subclass features from both classes scale with Charisma.
Secondarily Strength, useful for meeting the Heavy Weapon Requirement and the requirement for Armour, you need no more than 15 Strength for Plate or you can forgo this and stick to 13, 13 Strength is required for Paladin Multiclass, for Heavy Melee Weapons and for Chain Mail. Heavy Armor can be ignored if starting with Warlock (you need to start as a Paladin for Heavy Armor Proficency or take Heavily Armored feat)
Third most important attribute is Constitution, this is HP and concentration saving throws, both of these are highly important.
Fourth most important attribute is Wisdom, this is most for saving throws as both Paladin and Warlock have Wisdom Saving Throw Proficiency you can become almost immune to anything that has a Wisdom Save.
Fifth most important attribute is Dexterity, Dexterity gives more than Wisdom so can be rated higher, it gives Dexterity Saving throws, Initiative and AC if not wearing heavy armor and capped if wearing medium armor (+2 or +3)
Last is Intelligence, neither Paladin or Warlock benefit from Intelligence past Intelligence Saving Throws and unless you know your fighting a lot of psychic type creatures (i.e. illithids), it's not a common save.
MY BUILD
As such for my Archfey Warlock/Devotion Paladin I am starting with (standard array), STR 13(12+1), DEX 14, CON 13, INT 8, WIS 10, CHA 17(15+2)
I am starting with the Entertainer Background for Musician Origin Feat
I plan to take as feats, Blind Fighting (paladin 2), Warcaster (Charisma), Great Weapon Master (Strength), Resilient (Constitution) and ASI (Charisma, Charisma), which would end out at a 14, 14, 14, 8, 10, 20. This build I am making is slightly more complicated as it goes Warlock 6, then Paladin 6 and finally Valor Bard 8. With something like Warlock 8/Paladin 12 or Warlock 12/Paladin 8, you could get 5 Feats/ASIs meaning you don't need to take an ASI for just 2 Charisma Score.
The build will be using Halberd and Pike as weapons (PAM doesn't add as much to this build) and Medium Armor. With +2 AC from Dex, it is only a tiny AC loss, the higher initiative is also good.
I haven't touched much on feats since it'd be too long a subject but ultimately GWM tends to be a must, also something to improve concentration saves for when you use spells like Spirit Shroud becomes quiet helpful (tho Eldritch Mind can also be used).
If your DM will let you use the pre-24 classes, Undead 'lock & Conquest Palladin is a combination not to be slept on, especially if you're starting at 10th level.
It takes a little homebrew action to get everything working on DnD Beyond, but well worth the effort.
That's actually partially what I was looking for because I was thinking of having the Patron possibly be a Loa, or something of that variety because the campaign is essentially taking place in "America" lol
Nice build. Going Paladin first allows you to drop Dex to 10, boost wisdom to 12, and bring strength to starting at 14 (15). The advantage here is that you get to go heavy armor, but you lose a little initiative.
This approach would have you take Warlock level 2. Then you can go either Warlock or Paladin to 5th level. At level 5 you use Eldritch Blast/Agonizing Blast at range and True Strike in melee to survive not having extra attack. The hardest choice from this approach is GWM or Warcaster at level 5 (4/1).
The biggest loss from the multiclass approach is the delay in Devouring Blade from Warlock at level 12, and Radiant Strikes from Paladin at level 11. But the other combinations in power generally make up for those losses. If you go with only two classes you should decide which of these two features you want at high level (Aura of courage is highly persuasive from Paladin 10, immunity to frightened at high level is very nice).
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I'm currently in the process of trying to finish up a campaign with some friends, and during our last session we talked about what we're going to do for our next campaign.
We've been given some of a look into what the campaign will be entailing (half module/half homebrew I'll say), and it's going to involve a lot of BIG fights, both in level and size of monster, and that we'll be starting at level 10-12.
I've been intrigued on running a Pal/Lock build (was interested in OoV/Hexblade) but since the 2024 rules I'm looking for the most optimal build that I can do. I'm willing to actually go with any Lock subclass, but If anyone can share the best build for it, as well with the BG/ability scores.
Edited: Fat fingered my keyboard and accidentally posted too soon lol
This is going to be a long post, since I am about to start a campaign and am similarly going for a Warlock/Paladin. Apologies if too long but it should have a lot of helpful info in it to determine what would work for you. I have put the build I am going for at the very bottom.
This question has a lot behind it, Warlock is a HIGHLY customizable class but obviously the main reason for the multiclass is usually going to be pact of the blade. What helps further is all the potential source of temporary HP that Warlock has available too it.
SUBCLASSES
Functionally you can mix any Paladin Subclass with any Warlock Subclass but lore wise some work better than others.
Oath of Devotion goes best with Celestial
Oath of Glory goes best with Great Old One
Oath of Ancients goes best with Archfey
Oath of Vengeance goes best with Fiend
You don't have stick with them but some DMs might be a stickler on it, ultimately you can make a backstory that matches any subclass to any subclass. My own character I am currently using is an Archfey Warlock that will later pick up Oath of Devotion.
Benefits of each Warlock Subclass (up to Warlock 10)
Archfey - Misty Step from steps of the fey, you'll be teleporting around the battlefield a lot more, this means getting into better positions faster, being able to misty step as a reaction with Misty Escape and then get additional effects on Misty step (TempHP, Taunt, AoE damage or Invisibility!). Beguiling Defenses also makes you immune to Charm (altho a Warlock/Paladin probably isn't too susipectable to those in the first place) and gives you a once per long rest reaction to half incoming damage from an attack roll and potentially reflect half of that back.
Ceslestial - it works well with a support type Paladin, you get an additional healing ability (Healing Light, similar to lay on hands but ranged), you get resistance to radiant damage and more radiant/fire damage from spells (check with DM regarding Divine Smite and Searing Smite!), Eventually you also get temporary HP on a short & long rest, also you grant a small amount of temporary HP to other allies, it is in effect a weaker version of the Inspiring leader feat and sources of Temporary HP do not stack.
Fiend - lots of temporary HP from Dark One's Blessing this will keep you up and reduce the amount of healing needed, later on Dark One's Own Luck to be making even more saving throws. Fiendish Resilience also gives 1 resistance that isn't force. This is basically the tankiest option around and saving throws are huge, later on, resistance can mean you have effectively twice the HP/TempHP if you get the right choice.
Great Old One - Early on this one is a bit weaker for the multiclass but social RP it is very powerful with telepathy. At level 6, Clairvoyant Combatant is a way to get advantage against a creature and give it disadvantage against you, this can be quiet useful albeit limited to once per short/long rest and if the creature saves then it's wasted. Later on Eldritch Hex is a way to force creatures to have worse saving throws, this makes an excellent option in late game for rendering creatures more vulnerable to spells from others.
Benefits of each Paladin Subclass (up to Paladin 10)
Oath of the Ancients, Nature's Wrath is a powerful Crowd Control move, Aura of Warding gives you and your allies within range resistance against Psychic, Necrotic and Radiant damage types. Speak with Animals also opens up RP opportunities
Oath of Devotion, I'd most likely recommend Devotion, Sacred Weapon scales with Charisma to add attack, paired with Pact Weapon you get basically some of the highest attack rolls of any build. Aura of Devotion gives you and your allies immunity to Charm, while Paladin already has Aura of Protection and Wisdom Save Proficiency, the immunity too allies can be quiet helpful.
Oath of Glory, Inspiring Smite is a source of Temporary HP, this can be paired with Fiendish Vigor, so once you lose your temporary HP from the start of battle, you then Divine Smite to refresh temporary HP, making you excessively tanky but this may have issues with Dark One's Own Blessing from Fiend, as sources of Temporary HP do not stack. Aura of Alacity is more movement speed for you and allies that start their turns in your Aura. Movement gives more battlefield control and the ability to close gaps faster.
Oath of Vengeance, Vow of Enmity is a source of Advantage and a powerful one as it has no inherent downsides but becomes less valuable if you have another way of getting advantage (i.e. Devil's Sight + darkness spell or Greater Invisibility). Relentless Avenger gives you more zone control and even more movement, however this mostly comes down to how the DM plays hostile creatures as it relies on opportunity attacks.
As I said above, I am looking at Devotion + Archfey. It's about high damage output for me, while in theory Vengeance can output more damage than Devotion, in a lot of party builds Devotion does better if other classes are supplying advantage (and there is a Bard, A Druid and a Cleric in the party that I am in). That said once you get to the +5 Charisma Modifier, Devotion is probably doing more damage even without advantage.
I think it is fair to say Warlock gives more to Paladin than Paladin gives to Warlock in this multiclass.
INVOCATIONS
In terms of Invocations, The following ones are a must
Pact of the Blade - weapons attack&damage scaling with Charisma makes the whole build SAD which is highly beneficial for several reasons (will go over in the last section, attributes)
Thristing Blade(5) - This is only a pick while you're waiting for Extra Attack from Paladin or as a prerequisite to Devouring Blade, this effectively gives Extra Attack for a Pact Weapon
Life Drinker(9) - Extra damage is always good
Devouring Blade(12) - if you take Warlock too 12, 3 weapon attacks per action is insane
The good invocations are
Agonizing Blast(2) - Being able to use Eldritch Blast is still useful too a Pact of the Blade Warlock, you are not always in melee range and this allows you to output more damage even in those situtations.
Fiendish Vigor(2) - Start every battle with 12 Temporary HP, less useful for Celestial Warlock once you hit Warlock 10 or if anybody in the party has Inspiring Leader.
Devil's Sight(2) - the ability to see in Darkness (even magical Darkness) is quiet useful, more so if you want to use Eldritch Blast or to avoid disadvantage on weapon attacks, this is slightly less valuable if taking on Blind Fighting as a fighting style from Paladin.
Eldritch Mind - if you're not going to take the Warcaster Feat then Eldritch Mind also gives you Constitution saving throws
Eldritch Smite(5) - It's like Divine Smite expect it's not a spell, does not use a bonus action and causes the Prone condition on anything Huge or smaller (no SAVE!) However at the cost of both an Invocation AND consuming Pact Magic Slots, this is the most expensive option around. Prone is good in a party of melee users but bad for all ranged attacks. Like all Smite Spells, Eldritch Smite is best used on a critical hit, meaning it works best with builds that get advantage.
Repelling Blast (2) - When you Eldritch Blast, you apply a push effect too it, making it have some battlefield control capability, but take this after Agonizing Blast.
ABILITY SCORES
Primarily Charisma is key here, Pact of the Blade scales with Charisma, Aura of Protection scales with Charisma, Spellcasting for both Paladin and Warlock scales with Charisma and multiple subclass features from both classes scale with Charisma.
Secondarily Strength, useful for meeting the Heavy Weapon Requirement and the requirement for Armour, you need no more than 15 Strength for Plate or you can forgo this and stick to 13, 13 Strength is required for Paladin Multiclass, for Heavy Melee Weapons and for Chain Mail. Heavy Armor can be ignored if starting with Warlock (you need to start as a Paladin for Heavy Armor Proficency or take Heavily Armored feat)
Third most important attribute is Constitution, this is HP and concentration saving throws, both of these are highly important.
Fourth most important attribute is Wisdom, this is most for saving throws as both Paladin and Warlock have Wisdom Saving Throw Proficiency you can become almost immune to anything that has a Wisdom Save.
Fifth most important attribute is Dexterity, Dexterity gives more than Wisdom so can be rated higher, it gives Dexterity Saving throws, Initiative and AC if not wearing heavy armor and capped if wearing medium armor (+2 or +3)
Last is Intelligence, neither Paladin or Warlock benefit from Intelligence past Intelligence Saving Throws and unless you know your fighting a lot of psychic type creatures (i.e. illithids), it's not a common save.
MY BUILD
As such for my Archfey Warlock/Devotion Paladin I am starting with (standard array), STR 13(12+1), DEX 14, CON 13, INT 8, WIS 10, CHA 17(15+2)
I am starting with the Entertainer Background for Musician Origin Feat
I plan to take as feats, Blind Fighting (paladin 2), Warcaster (Charisma), Great Weapon Master (Strength), Resilient (Constitution) and ASI (Charisma, Charisma), which would end out at a 14, 14, 14, 8, 10, 20. This build I am making is slightly more complicated as it goes Warlock 6, then Paladin 6 and finally Valor Bard 8. With something like Warlock 8/Paladin 12 or Warlock 12/Paladin 8, you could get 5 Feats/ASIs meaning you don't need to take an ASI for just 2 Charisma Score.
The build will be using Halberd and Pike as weapons (PAM doesn't add as much to this build) and Medium Armor. With +2 AC from Dex, it is only a tiny AC loss, the higher initiative is also good.
I haven't touched much on feats since it'd be too long a subject but ultimately GWM tends to be a must, also something to improve concentration saves for when you use spells like Spirit Shroud becomes quiet helpful (tho Eldritch Mind can also be used).
If your DM will let you use the pre-24 classes, Undead 'lock & Conquest Palladin is a combination not to be slept on, especially if you're starting at 10th level.
It takes a little homebrew action to get everything working on DnD Beyond, but well worth the effort.
This is very well written! Thank you so much for the input. :)
That's actually partially what I was looking for because I was thinking of having the Patron possibly be a Loa, or something of that variety because the campaign is essentially taking place in "America" lol
Nice build. Going Paladin first allows you to drop Dex to 10, boost wisdom to 12, and bring strength to starting at 14 (15). The advantage here is that you get to go heavy armor, but you lose a little initiative.
This approach would have you take Warlock level 2. Then you can go either Warlock or Paladin to 5th level. At level 5 you use Eldritch Blast/Agonizing Blast at range and True Strike in melee to survive not having extra attack. The hardest choice from this approach is GWM or Warcaster at level 5 (4/1).
The biggest loss from the multiclass approach is the delay in Devouring Blade from Warlock at level 12, and Radiant Strikes from Paladin at level 11. But the other combinations in power generally make up for those losses. If you go with only two classes you should decide which of these two features you want at high level (Aura of courage is highly persuasive from Paladin 10, immunity to frightened at high level is very nice).