Sorry for the late reply and I must say you took the time to help me build this build and I have to applauded you for that unlike the rest, go beyond level 10 which I didn't ask or just spitballing Ideas! Like why do I have to play a Paladin/Hexblade Polearm Fighter and not telling me the details about it.
Also how would I stat this Ranger Polearm Fighter? Point Buy please
I think I have a solid idea that I want to try either
Echo Knight/Ancestral Barbarian Rune Knight? Pure Hexblade
I suggested Hexblade a while back, glad to see you're considering it. Here's an example way to stat it at level 1, using Point Buy.
Race: Eladrin
Point Buy Statline: CHA 17/CON 16/DEX 14/WIS 10
Proficiencies: Perception (Background), Persuasion (Background), Arcana (Class), Deception (Class), See Below for Tools (Background).
Depending on how committed you are to specific Magical Girl memes, Persuasion -> Athletics.
Tools: You're good with Thieves' Tools. Cook's Utensils are on-theme and excellent. Smith's Tools will let you make your own weapon and armor, which you may be into. Choose any two of these.
Patron: Hexblade
Your first ASI with this build should be Elven Accuracy (Charisma), and your general go-to should be finding ways to have advantage (e.g. Devil's Sight + Darkvision).
Sorry for the late reply and I must say you took the time to help me build this build and I have to applauded you for that unlike the rest, go beyond level 10 which I didn't ask or just spitballing Ideas! Like why do I have to play a Paladin/Hexblade Polearm Fighter and not telling me the details about it.
Also how would I stat this Ranger Polearm Fighter? Point Buy please
I think I have a solid idea that I want to try either
Echo Knight/Ancestral Barbarian Rune Knight? Pure Hexblade
@Wasabii: Glad you're considering the single-classed Hexblade as I suggested. Don't know if you saw it in my previous post but I did detail out leveling details up to level 12. I've copy-pasted it here and added a bit more info for you if it helps:
With point-buy, you could start with: STR 8/DEX 14/CON 15/INT 8/WIS 10/CHA 15, put your two +1s into CON/CHA for 16 in both as a V. Human and pick-up PAM as your 1st level feat.
Notable class progression features afterwards:
Hex 1: Hexblade's Curse + Hex Warrior -> Prof in medium armor and martial weapons + Use CHA for attacks on one-handed weapons for now + 19-20 crit and + PB to dmg once/short rest + 2 cantrips (Booming Blade & Eldritch Blast is what I would recommend) + 1st level spells (Shield, Wrathful Smite, Armor of Agathys, Arms of Hadar, Expeditious Retreat, Hellish Rebuke, Protection from Evil and Good and the amazing Hex spell are the standouts at this level)
Hex 2: Invocations x2
Hex 3: 2nd level spells (Blur, Branding Smite, Mirror Image, Misty Step, Invisibility, Hold Person and Darkness are standouts) + Pact of the Blade + Retrain one invocation into Improved Pact Weapon -> Can now use a 2-handed Scythe
Hex 4: Sentinel or CHA+2 (CHA 18) + a third cantrip (Green Flame Blade? Mind Sliver, Lightning Lure, Mage Hand, Minor Illusion and Prestidigitation can all be decent as well)
Hex 5: 3rd level spells (Blink, Elemental Weapon, Counterspell, Dispel Magic, Fly, Fear, Hypnotic Pattern, Magic Circle and last but not least Spirit Shroud!) + 3rd Invocation -> Pick up Thirsting Blade for an extra attack (3 in total with PAM) and optionally retrain your remaining "free" invocation into Eldritch Smite.
If you've taken all my suggestions, you'd have Improved Pact Weapon to allow you to use your 2-handed scythe, Thirsting Blade for an extra attack and Eldritch Smite for damage and utility.
Hex 6: Accursed Specter -> A bit meh IMO but can be useful in some situations such as scouting since it can go through walls and has a 50 feet fly (hover) speed, decent resistances/immunities and can take actions on its own without using your bonus action which is pretty nice. Its life drain ability can also be situationally useful.
Hex 7: 4th level spells (Dimension Door, Shadow of Moil, Sickening Radiance, Staggering Smite, Phantasmal Killer are the standouts here) + 4th invocation (Tons of good options depending on what you had in mind for your character such as: Eldritch Mind, Devil Sight, Eldritch Sight, Agonizing Blast, Repelling Blast/Grasp of Hadar, Beguiling Influence, Fiendish Vigor, One With Shadows, Relentless Hex, Sculptor of Flesh, Tomb of Levistus, Trickster's Escape and Sign of Ill Omen)
Hex 8: Sentinel or CHA+2 (CHA 18)
Hex 9: 5th invocation (refer to previous list at Hex 7, the only notable addition here is "Whispers of the Grave" IMO) + 5h level spells (Banishing Smite, Cone of Cold, Hold Monster, Scrying, Synaptic Static, Teleportation Circle, Wall of Light, Dream, Far Step, Modify Memory and Planar Binding are the standouts here)
Hex 10: Armor of Hexes which will make you very hard to hit
Hex 11: Mystic Arcanum (6th level: Investiture of Flame/Ice/Stone/Wind, Mass Suggestion, Mental Prison, True Seeing, Arcane Gate, Eyebite, Flesh to Stone, Mental Prison, Scatter and Soul Cage are all good options) + your 3rd short rest spell slot (FINALLY!)
Hex 12: CHA+2 (CHA 20) + 6th invocation -> Lifedrinker! This makes your hex weapon (Scythe) deal + CHAx2 (+10) damage on every hit instead of just +CHA(5)! There is no contest here for this invocation, you essentially make your damage per round go up by 15 if you attack three times with Thirsting Blade + PAM.
At Hex 12, assuming no magic weapons and took the Invocations I mentioned, you would deal up to 1d10 + CHAx2 + 1 from improved pact weapon per attack or 5.5 + 10 + 1 = 16.5 average damage/attack x2 for two attacks = 33 + the same but with 1d4 instead of 1d10 on the PAM attack (13.5 average) = 46.5 average DPR assuming all your attacks hit which isn't bad! If you also burn a 5th level spell slot to cast Spirit Shroud, you can increase that by 2d8 (9 avg dmg) per attack to bring your damage all the way up to 73.5 average DPR. This also doesn't consider your other abilities such as Hexblade's curse upping your damage by + PB on each attack, another +4/attack at level 12, bringing it up to 58.5 without Spirit Shroud, 85.5 with it.
Compare that to a straight up fighter with 3 attacks also using PAM + GWM who's doing 3 attacks + PAM with 62 average DPR. Granted, you had to use a spell slot for this using the Spirit Shroud buff but that's still really good and you also get other spells to mess with.
Regarding Eldritch Smite, assuming you don't waste a slot until you crit, you could also do up to:
Crit: 2d10 weapon + 4d8 spirit shroud + CHAx2 + 1 from improved pact weapon per attack or 11 + 18 + 10 + 1 = 40 + 12d8 from Eldritch Smite = 40 + 54 = 94 average dmg on that one crit (98 with Hexblade's Curse) and you're also knocking them prone with no save and you still have 2 other attacks in that round for an extra 51 average damage.
As previously mentioned, there are also several defensive/utility options to help your survivability with your lower hit die and you'll most likely have a higher CON due to only needing CON/CHA. Notably, unless you want other feats/half feats somewhere, you could get your CON up to 20 by the end of your character's career if you ever get there. Still, having 20 CHA and 16 CON at level 12 with 2 more free ASI/Feats for whatever you want is pretty good.
I suggested Hexblade a while back, glad to see you're considering it. Here's an example way to stat it at level 1, using Point Buy.
Your first ASI with this build should be Elven Accuracy (Charisma), and your general go-to should be finding ways to have advantage (e.g. Devil's Sight + Darkvision).
@Wasabii: Glad you're considering the single-classed Hexblade as I suggested. Don't know if you saw it in my previous post but I did detail out leveling details up to level 12. I've copy-pasted it here and added a bit more info for you if it helps:
With point-buy, you could start with: STR 8/DEX 14/CON 15/INT 8/WIS 10/CHA 15, put your two +1s into CON/CHA for 16 in both as a V. Human and pick-up PAM as your 1st level feat.
At Hex 12, assuming no magic weapons and took the Invocations I mentioned, you would deal up to 1d10 + CHAx2 + 1 from improved pact weapon per attack or 5.5 + 10 + 1 = 16.5 average damage/attack x2 for two attacks = 33 + the same but with 1d4 instead of 1d10 on the PAM attack (13.5 average) = 46.5 average DPR assuming all your attacks hit which isn't bad! If you also burn a 5th level spell slot to cast Spirit Shroud, you can increase that by 2d8 (9 avg dmg) per attack to bring your damage all the way up to 73.5 average DPR. This also doesn't consider your other abilities such as Hexblade's curse upping your damage by + PB on each attack, another +4/attack at level 12, bringing it up to 58.5 without Spirit Shroud, 85.5 with it.
Compare that to a straight up fighter with 3 attacks also using PAM + GWM who's doing 3 attacks + PAM with 62 average DPR. Granted, you had to use a spell slot for this using the Spirit Shroud buff but that's still really good and you also get other spells to mess with.
Regarding Eldritch Smite, assuming you don't waste a slot until you crit, you could also do up to:
Crit: 2d10 weapon + 4d8 spirit shroud + CHAx2 + 1 from improved pact weapon per attack or 11 + 18 + 10 + 1 = 40 + 12d8 from Eldritch Smite = 40 + 54 = 94 average dmg on that one crit (98 with Hexblade's Curse) and you're also knocking them prone with no save and you still have 2 other attacks in that round for an extra 51 average damage.
As previously mentioned, there are also several defensive/utility options to help your survivability with your lower hit die and you'll most likely have a higher CON due to only needing CON/CHA. Notably, unless you want other feats/half feats somewhere, you could get your CON up to 20 by the end of your character's career if you ever get there. Still, having 20 CHA and 16 CON at level 12 with 2 more free ASI/Feats for whatever you want is pretty good.