To add to where the conversation is at the moment: assuming you're wielding a shield, your Paladin/Wizard is unlikely to have a free hand to cast the Shield or Absorb Elements reaction spell, unless your DM is allowing you to drop your weapon (and not picking it up themselves...). You need to use your wizard spellcasting focus/pouch and not your holy symbol.
I believe there was mention of wanting to take Pole Arm Master as a feat, so I do not think they are planning on using a shield, and thus access to foci or components would not be an issue.
I'm playing in a party (non-optimized, now 10th level) where our main front-liner (Rune Knight Fighter) has taken a 2 level dip in Wizard (for role-play as well as functional reasons). Absorb Elements is quite useful for him in particular. It can negate a fair amount of damage in the right situation, and also then can provide a bit of extra punch to a melee attack afterwards, so would probably fit well on a Paladin. In the OP's case I might also consider taking the second level of Wizard at higher level for the subclass (War Magic could be very useful, and Divination is always good as well). Of course, I would probably wait until they reach at least Paladin level 6 (for the aura) or 8 (for the ASI) before doing so, and oftentimes campaigns don't land up lasting that long.
Interesting that your party-mate took a Wizard dip partially for role-play purposes. There are other reasons, besides creating the most powerful build, for multiclassing...
Absorb Elements does indeed look promising, nice that is a reaction, but wondering, according to the wording, if it offers resistance to bludgeoning, piercing, etc. from weapons and not just spell attacks? It says it, "captures some of the incoming energy", which sounds spell-like...
On the general issue of multiclassing a martial class with Wizard. I was playing a Psi Warrior, and I took a level of Wizard to help build out the psionic abilities I thought he should have, and I delayed my level 5 advancement as a Fighter. It did put me behind the Paladin in our party in combat for a level, but I had many more options to use in non-combat abilities, and with the Telekinetic feat, I felt I had enough to do in combat. The Headband of Intellect helps a lot to offset in your case. There is a tradeoff for me between making my character broader rather than deeper in some cases. In other cases, I optimize more.
Interesting that your party-mate took a Wizard dip partially for role-play purposes. There are other reasons, besides creating the most powerful build, for multiclassing...
Absorb Elements does indeed look promising, nice that is a reaction, but wondering, according to the wording, if it offers resistance to bludgeoning, piercing, etc. from weapons and not just spell attacks? It says it, "captures some of the incoming energy", which sounds spell-like...
From the spell asterisks for the casting time
1 Reaction* - which you take when you take acid, cold, fire, lightning, or thunder damage
Hi Melfast, thanks for sharing that. "There is a tradeoff for me between making my character broader rather than deeper in some cases." - I feel the same way. If you can't have fun with it, what's the point?
I'm thinking of adding one level of Wizard to my second-level Paladin (for a Familiar's combat advantage + delivering touch spells, its other uses/flavor, plus the extra spells in general).
I've found a list of things you have to pay attention to. Can anyone tell me if there are other things I'll have to consider?
I believe there was mention of wanting to take Pole Arm Master as a feat, so I do not think they are planning on using a shield, and thus access to foci or components would not be an issue.
I'm playing in a party (non-optimized, now 10th level) where our main front-liner (Rune Knight Fighter) has taken a 2 level dip in Wizard (for role-play as well as functional reasons). Absorb Elements is quite useful for him in particular. It can negate a fair amount of damage in the right situation, and also then can provide a bit of extra punch to a melee attack afterwards, so would probably fit well on a Paladin. In the OP's case I might also consider taking the second level of Wizard at higher level for the subclass (War Magic could be very useful, and Divination is always good as well). Of course, I would probably wait until they reach at least Paladin level 6 (for the aura) or 8 (for the ASI) before doing so, and oftentimes campaigns don't land up lasting that long.
Interesting that your party-mate took a Wizard dip partially for role-play purposes. There are other reasons, besides creating the most powerful build, for multiclassing...
Absorb Elements does indeed look promising, nice that is a reaction, but wondering, according to the wording, if it offers resistance to bludgeoning, piercing, etc. from weapons and not just spell attacks? It says it, "captures some of the incoming energy", which sounds spell-like...
On the general issue of multiclassing a martial class with Wizard. I was playing a Psi Warrior, and I took a level of Wizard to help build out the psionic abilities I thought he should have, and I delayed my level 5 advancement as a Fighter. It did put me behind the Paladin in our party in combat for a level, but I had many more options to use in non-combat abilities, and with the Telekinetic feat, I felt I had enough to do in combat. The Headband of Intellect helps a lot to offset in your case. There is a tradeoff for me between making my character broader rather than deeper in some cases. In other cases, I optimize more.
From the spell asterisks for the casting time
So it doesn’t work on B, P, S damage from weapons
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Hi Melfast, thanks for sharing that. "There is a tradeoff for me between making my character broader rather than deeper in some cases." - I feel the same way. If you can't have fun with it, what's the point?
Thanks for clarifying!
If you will humble me, why the MultiClass into Wizard?