I always felt like adding Sorcerer to paladin breaks things for two reasons:
Damage mitigation
With sorcerer levels paladin picks up Shield, Absorb elements, counterspell. With these three you can counter just about any instance of mass damage/multiple attacks. Pair this with their Aura of Protection and a high CHA you have someone who is REALLY hard to take down.
Spell slots for days
With more/higher level spell slots from sorcerer you are pumping out ridiculous amounts of damage and if you can Quicken a Hold Person then smite attack...well most fights will be over pretty fast with high level auto-crit smites.
Sorcerer also adds metamagics and attack cantrips like green flame blade and booming blade. Those can be quickened and BB can be twinned, which potentially increases the number of times a paladin can swing over the normal 2 they get from Extra Attack on top of adding rider damage.
And of course adding a level of Warlock (Hexblade) to the Sorcadin/Paladorc allows you to use your Charisma bonus on all attacks and damage. You don't have to get your Strength higher than 15 to use plate armor or just 13 (with medium armor) to ensure you can multiclass into or out of Paladin.
People really like Paladin 2/multiclass. Going as far as 6 gets you 3rd level Paladin spells, Extra Attack, and Aura of Protection.
Enchantment wizard/14, College of glamour/6. Expertise in stealth.
This may not be the best combat build, but in terms of stealth, it is supreme. You sneak around the dungeon unseen and then when something spots you, you cast suggestion (or even Charm Person) on it to make it leave you alone. When you stop concentrating, it forgets you were ever there. The only trouble with this is immunity to the charmed condition - but that's when sneaking around and access to disintegrate, contingency and dimension door come in handy.
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Arcana check to notice the alarm? Also, what does your wizard do when he has to leave the house?
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Arcana check to notice the alarm? Also, what does your wizard do when he has to leave the house?
Arcana check does not detect magic despite common practice....
He leaves his house but with his entourage of simulacrums. As he can have as many as he wants thanks to Wish.
Also he doesn't travel like some peasant...he teleports.
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Arcana check to notice the alarm? Also, what does your wizard do when he has to leave the house?
Arcana check does not detect magic despite common practice....
He leaves his house but with his entourage of simulacrums. As he can have as many as he wants thanks to Wish.
Also he doesn't travel like some peasant...he teleports.
Have you read LMoP? There is a specific use of an Arcana check to sense an aura from a certain school of magic. The rogue who senses abjuration magic in an area will be cautious.
Either way, when the other wizard plane shifts all his minions into the wizard's tower to wreak havoc, the first wizard will lose a lot of his simulacrums. And eventually be overcome (of course, you first have to dispel the Mordenkainen's private sanctum that any self-respecting wizard would have cast).
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Arcana check to notice the alarm? Also, what does your wizard do when he has to leave the house?
Arcana check does not detect magic despite common practice....
He leaves his house but with his entourage of simulacrums. As he can have as many as he wants thanks to Wish.
Also he doesn't travel like some peasant...he teleports.
Have you read LMoP? There is a specific use of an Arcana check to sense an aura from a certain school of magic. The rogue who senses abjuration magic in an area will be cautious.
If there is a detectable aura or visual clue then you can recall information as described in the PHB:
"Arcana
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."
The Alarm spell has no description of how you would detect it. If it were meant to be detected by the naked eye then it would have a qualifier like Illusions or Glyphs of Warding do:
"The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found."
But since it does not the only way to detect it is via Detect Magic.
If your DM is allowing Detect Magic with Arcana they are homebrewing the skill check as its not intended to do this.
Even a simple alarm aside (Which they still have no way to detect as an assassin) then several Glyphs of Warding are sprinkled throughout the tower that Summon Shadow spirts or Fey.
Also with enough Alarm spells (you can cast as many as you like and I have a simulacrum that will do just that every night) even if you could detect it with the naked eye (you can't) then you would likely fail to finding a Glyph at some point....you would have to take expertise in Investigation to ensure you did not miss one...also assuming you can even spot it before you step on it....which might not happen with good placement (behind a door).
Also Contingency is a final safety feature....if someone enters the room other than myself or my simulacrum my Contingency spell kicks off and Dimension Doors myself to my saferoom 500 ft away.
There I wait it out patiently with a book and a light snack as my simulacrums constantly summon things to kill you while I take a nap.
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
These Magen just chill in the lower half of my tower and since they never have to sleep or eat they just cover every possible way into the tower.
Unless you have a way to create cover (as an assassin you do not) you will meet a few of these guys.
Now they can cast suggestion at will....the save is not high (DC 12 Wisdom) but eventually you will fail one.
They calmly, yet firmly, ask you to not hurt anyone here and go far away from here.
For 8 hours you follow this suggestion to the best of your ability and have to decide to either let this wizard go....or keep getting told politely, yet firmly, to go away.
An enchantment wizard who has used their powers to take control of a variety of elder brains and, through them, their mind flayer colonies. Also summon a bunch of monsters and create a zombie farm with Finger of Death. Plus simulacrums and the whole shebang on a wizard tower.
It's a lot of fun. But mostly as a DM who's creating a villain and can afford that level of complexity to run.
Most OP build: Any Paladin.
I always felt like adding Sorcerer to paladin breaks things for two reasons:
Example build for your consideration: https://ddb.ac/characters/28913993/wNMgHa
Sorcerer also adds metamagics and attack cantrips like green flame blade and booming blade. Those can be quickened and BB can be twinned, which potentially increases the number of times a paladin can swing over the normal 2 they get from Extra Attack on top of adding rider damage.
And of course adding a level of Warlock (Hexblade) to the Sorcadin/Paladorc allows you to use your Charisma bonus on all attacks and damage. You don't have to get your Strength higher than 15 to use plate armor or just 13 (with medium armor) to ensure you can multiclass into or out of Paladin.
People really like Paladin 2/multiclass. Going as far as 6 gets you 3rd level Paladin spells, Extra Attack, and Aura of Protection.
Yes. A prep wizard is a winner here.
Force cage + sickening radiance to exhaustion for instance
Prepped: contingency + dimension door away if creature comes within 10ft to attack
Unfortunately either the warlock or assassin infiltrated the wizards tower already and killed him in his sleep. ;-)
Enchantment wizard/14, College of glamour/6. Expertise in stealth.
This may not be the best combat build, but in terms of stealth, it is supreme. You sneak around the dungeon unseen and then when something spots you, you cast suggestion (or even Charm Person) on it to make it leave you alone. When you stop concentrating, it forgets you were ever there. The only trouble with this is immunity to the charmed condition - but that's when sneaking around and access to disintegrate, contingency and dimension door come in handy.
Chilling kinda vibe.
Well if the warlock or assassin could even get into the wizards Magnificent Mansion (hint they can't)
Even if the wizard was in a simple tower:
The assassin does not notice the alarm spell....how could he as he has no way of detecting magic.
The wizard and the wizard's simulacrum both arise to the small tingle of bells in their head. The wizard sighs and waits for the silly rouge to come into the room. He askes his simulacrum to hold on to Sickening radiance and he will cast wall of force on the silly intruder. The rogue attempts to sneak into the room...however the wizard, not being an idiot, gives the rogue literally nothing to hide behind. The trap is sprung.
After the rogue is thoroughly microwaved, the wizard then gets a better nights sleep as his simulacrum recasts alarm throughout the tower.
The rogues body is unceremoniously thrown in the swamp.
Arcana check to notice the alarm? Also, what does your wizard do when he has to leave the house?
Chilling kinda vibe.
Arcana check does not detect magic despite common practice....
He leaves his house but with his entourage of simulacrums. As he can have as many as he wants thanks to Wish.
Also he doesn't travel like some peasant...he teleports.
Have you read LMoP? There is a specific use of an Arcana check to sense an aura from a certain school of magic. The rogue who senses abjuration magic in an area will be cautious.
Chilling kinda vibe.
Either way, when the other wizard plane shifts all his minions into the wizard's tower to wreak havoc, the first wizard will lose a lot of his simulacrums. And eventually be overcome (of course, you first have to dispel the Mordenkainen's private sanctum that any self-respecting wizard would have cast).
Chilling kinda vibe.
If there is a detectable aura or visual clue then you can recall information as described in the PHB:
"Arcana
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."
The Alarm spell has no description of how you would detect it. If it were meant to be detected by the naked eye then it would have a qualifier like Illusions or Glyphs of Warding do:
"The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found."
But since it does not the only way to detect it is via Detect Magic.
If your DM is allowing Detect Magic with Arcana they are homebrewing the skill check as its not intended to do this.
Even a simple alarm aside (Which they still have no way to detect as an assassin) then several Glyphs of Warding are sprinkled throughout the tower that Summon Shadow spirts or Fey.
Also with enough Alarm spells (you can cast as many as you like and I have a simulacrum that will do just that every night) even if you could detect it with the naked eye (you can't) then you would likely fail to finding a Glyph at some point....you would have to take expertise in Investigation to ensure you did not miss one...also assuming you can even spot it before you step on it....which might not happen with good placement (behind a door).
Also Contingency is a final safety feature....if someone enters the room other than myself or my simulacrum my Contingency spell kicks off and Dimension Doors myself to my saferoom 500 ft away.
There I wait it out patiently with a book and a light snack as my simulacrums constantly summon things to kill you while I take a nap.
Sure. I like wizards too to be honest.
Chilling kinda vibe.
But make sure your wizard has 2 levels in fighter. Action surge is too tasty to pass up.
Chilling kinda vibe.
Also consider this:
A necromancy wizard. Their 10th level ability:
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Every day for a month I make a https://www.dndbeyond.com/monsters/hypnos-magen
These Magen just chill in the lower half of my tower and since they never have to sleep or eat they just cover every possible way into the tower.
Unless you have a way to create cover (as an assassin you do not) you will meet a few of these guys.
Now they can cast suggestion at will....the save is not high (DC 12 Wisdom) but eventually you will fail one.
They calmly, yet firmly, ask you to not hurt anyone here and go far away from here.
For 8 hours you follow this suggestion to the best of your ability and have to decide to either let this wizard go....or keep getting told politely, yet firmly, to go away.
If it is made using the Source Books I have purchased on DND Beyond and gave my player access to it is just fine.
Granted Level 20 anything is going almost be a walking goD. And should not be trifled with. But it gets boring to run something that powerful.
Imagine this:
An enchantment wizard who has used their powers to take control of a variety of elder brains and, through them, their mind flayer colonies. Also summon a bunch of monsters and create a zombie farm with Finger of Death. Plus simulacrums and the whole shebang on a wizard tower.
It's a lot of fun. But mostly as a DM who's creating a villain and can afford that level of complexity to run.
Chilling kinda vibe.