Thank you! I think I'm feeling a bit more comfortable with it. Part of my PCs background is that he was a paladin commander before turning, so I figure that might play well into the idea that his undead foes are bolstered by their hatred for him as a known legendary fiend/undead slayer. His history as a commander works well with the Oathbreaker ability to fear and control undead too. Reminds me of Talion from LOTR Shadow of War if you've played that. Then my PC becoming a dhampir himself and breaking his oath.. plays nicely to the idea of a crazy (aberrant mind) and conflicted neutral/evil player.
After reading about Polearm Master I'm really tempted to push for that in my build too. It seems crazy good combined with the 11+ modifier damage I'll be doing at 7th/8th lvl. That also makes improved divine smite look great too, potentially adding a further 4d8 to a potential 4 attacks a turn. Huge reliable damage. I kind of want to get rid of my sorc dip to make that happen sooner but that might kill a lot of my flavour and versatility.
What do you think?
I'd take a warlock dip instead of sorc as it seems I'd get more mechanical value out of a small hex dip, but I don't want to step on toes in my party so I'd better stick with sorc if I do multi-class. I have a little too much fun min-maxing haha I never thought I'd like paladins but they seem awesome!
I'm not sure what you have planned that will give you a +11 modifier to damage, especially at 7th or 8th level. You would have a maximum of +5 from strength (dexterity if using a finesse weapon or charisma if using the hexblade dip would slot here). The Oathbreaker 7th level Aura of Hate would allow you a maximum of +5 from your charisma modifier. Nothing else would let you add a modifier to that until much later in the leveling process. If you're talking about magical weapons or something along those lines, then it's possible.
PAM doesn't let you add your stat modifiers to damage more than discussed above. It will give you more opportunities to apply your modifiers by giving you more potential attacks, but it's most regular increase is a 1d4 attack for the bonus action and requires one of a handful of weapons as trade off. The maximum damage for one of those weapons is 1d10. It also allows more frequent application of opportunity attacks.
One way that you can get your damage bonus above 10 would be to go the Great Weapon Master route that has the -5 to hit/+10 to damage power attack. This would allow you to have a +20 with maxed attack stat, maxed Aura of Hate and a penalty of 25% to hit. This works great for low AC targets but shouldn't be counted upon for higher AC targets.
What were you counting on to get you above 11 at level 7/8? Are you counting on rolled stats or Standard Array/Point Buy?
I did roll stats. At 7th lvl with Dhampirs bonus +2 Cha, +1 Str, ASI from lvl 4 both into Str. 7th I would have 20 Cha and 19 Str.
4 + 5 + 2 (Duelist) = 11. That is assuming we aren't given any +1 weapons. Polearm maybe at 8 or as a potential starter feat or learned as a story feature (DMs digression of course). Its only just occurred to me that what is contributing to the awesomeness is good rolls haha I'm worried that could be overpowered for my party if they aren't also rolling stats. It'd be worth checking with them before starting.
I've never been a fan of GWM. I prefer reliability but perhaps I just don't understand it well enough. I only just realised Paladins are viable and that Polearm Master is great. I have limited experience with this game though I really enjoy the mechanical aspects (as well as story, RP, improv)
That might be a idea, unfortunately i cant change my character now other than multiclass so thats a bit problematic as such, i was orginally drawn to the paladin class cause it was a combo of melee and magic and the oathbreaker class was as close as i could find to being a deathknight type build cause my dm didnt want homebrew classes in this particular campaign so i need to find a new oath / multiclass as a work around for this campaign
Really? Your DM doesn't allow you to switch characters? The DM should at least allow you to change your subclass or other features. If a player wants to switch their character, let them, because it's the DM's job to make sure the experience is fun for everyone. If someone wants to change their character, its clear that they aren't having fun with their current character.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
I did roll stats. At 7th lvl with Dhampirs bonus +2 Cha, +1 Str, ASI from lvl 4 both into Str. 7th I would have 20 Cha and 19 Str.
4 + 5 + 2 (Duelist) = 11. That is assuming we aren't given any +1 weapons. Polearm maybe at 8 or as a potential starter feat or learned as a story feature (DMs digression of course). Its only just occurred to me that what is contributing to the awesomeness is good rolls haha I'm worried that could be overpowered for my party if they aren't also rolling stats. It'd be worth checking with them before starting.
I've never been a fan of GWM. I prefer reliability but perhaps I just don't understand it well enough. I only just realised Paladins are viable and that Polearm Master is great. I have limited experience with this game though I really enjoy the mechanical aspects (as well as story, RP, improv)
Dueling fighting style makes sense. The way that I had interpreted what you had written before made me think of something else entirely, but that makes sense.
The nice part about GWM is that you don't have to take the power attack every time you attack. If you have a creature that had 18 AC, simply don't attack with the power attack. If you are attacking a 15 AC creature, determine how necessary the extra damage is and proceed accordingly. If you're attacking an 12 AC creature, feel free to let loose. If you've got advantage on the attacks, you can upgrade the 15 and 18 AC choices a level. The bonus action attack on a crit or a kill applies regardless of whether you have a heavy weapon equipped or not. The dueling fighting style doesn't interact with the power attack, though, so it isn't a good fit for your character concept.
PAM, on the other hand, can work. You would have to use a spear or quarterstaff to get both the dueling fighting style and the bonus action attack to work, but it still works and you can equip a shield.
If you wanted to use a Glaive or Halberd, you can use GWM and PAM together, though, you would have to use a different fighting style. This would allow you to have consistent bonus action attacks with PAM that could be upgraded to full attacks when you crit or reduce a creature to 0 HP. Either way, you've got a reliable way to get 3 attacks in per round after Paladin 5, which means 3 chances per each of your turns to crit and drop a Divine Smite on a creature. Any opportunity attacks that you generate are additional opportunities for Divine Smite. That's a lot of potential damage before even considering the possibility of a power attack on any of the 3 potential attacks.
Finally, you'll have to use whatever stat generation that the DM requires for the campaign. Even if the DM okays the rolling of stats, you may not be able to keep the stats that you have. Just be aware that you probably won't have exactly what you're looking at right now. If you have to use standard array, you'll be limited to a maximum of +9 damage modifier at paladin 7 assuming that you still take dueling fighting style and start with either a 16/16 starting stat line for Strength and Charisma or a 17/15. Either way you'd have to use the level 4 ASI to get those stats to 18/16. You'd then need 2 more ASIs to get your stats up to the same level that you've currently got for strength and charisma.
Great points! +9 (likely with an upgraded weapon too) at lvl 8 for 3 reliable hits per round is still pretty good I'd think. I was thinking of using a quarterstaff for that reason of being able to wield a shield and have PAM. Just need to make sure I'm actually hitting.
I think, given the other character classes, I'll be the tank/healer/support of the team but I'd also like to be good CC (with all my Oathbreaker fear, aberrant mind spells, and PAM) and pump out a nice DPR without having to burst my spells slots. Thats why I think a shield and duelist is important. Bit safer and more consistent I feel.
What level are you starting at? Because you can't really be an oathbreaker out of the box, you need to have an oath to break, and that doesn't happen until level 3. In fact, it specifically says you need to be level 3 in the subclass description. Also, make sure your DM is OK with it, there's a reason the oathbreaker is in the DMG, it's really more meant for NPCs and enemies. Many DMs don't allow it for PCs. And you're supposed to be evil, so make sure the rest of the part is OK with their characters adventuring with and evil turncoat who makes their lives harder any time they need to fight an undead or fiend.
Starting at 6, with his oathbreaking written into his backstory. I'll check with my DM but we are a pretty relaxed crew, I think it'll be cool. We are playing a neutral/evil campaign in which we are all vampires. I think the idea of a paladin becoming a vampire (pre-start) plays well for an Oathbreaker that has both strengths and weaknesses to undead creatures. I'll definitely run it by them all before playing
Great points! +9 (likely with an upgraded weapon too) at lvl 8 for 3 reliable hits per round is still pretty good I'd think. I was thinking of using a quarterstaff for that reason of being able to wield a shield and have PAM. Just need to make sure I'm actually hitting.
I think, given the other character classes, I'll be the tank/healer/support of the team but I'd also like to be good CC (with all my Oathbreaker fear, aberrant mind spells, and PAM) and pump out a nice DPR without having to burst my spells slots. Thats why I think a shield and duelist is important. Bit safer and more consistent I feel.
Something to consider at a later time (or in lieu of the +1/+1 ASI if you start 17/15) is the crusher feat. +1 to strength, the once per turn push with a hit as long as the creature is no more than one size larger than you, and crits with a bludgeoning weapon granting all attacks made against the target to be made with advantage should fit into what you're trying to do nicely. The ability to possibly spring an ally without triggering an OA against them nice for a tank.
I had considered crusher instead of PAM with my original idea of using a warhammer and shield. I think I want my CHA to be high though as it'll add the modifier onto every melee attack at lvl 7. I'm actually running 5/1 split to start with Oathbreaker and Aberrant Mind sorcerer (mostly flavour but I like the added utility), so I think I get more value out of prioritising CHA over strength at that point. I was very interested in Shield Master for improved saves (combined with lvl 6 pal aura) and the ability to shove prone as a bonus action to gain advantage. So many options!
I had considered crusher instead of PAM with my original idea of using a warhammer and shield. I think I want my CHA to be high though as it'll add the modifier onto every melee attack at lvl 7. I'm actually running 5/1 split to start with Oathbreaker and Aberrant Mind sorcerer (mostly flavour but I like the added utility), so I think I get more value out of prioritising CHA over strength at that point. I was very interested in Shield Master for improved saves (combined with lvl 6 pal aura) and the ability to shove prone as a bonus action to gain advantage. So many options!
Grab Booming Blade with one of your cantrips. It could act as a control mechanism depending on how your DM deals with the Booming field. I don't think it needs to be an every round thing. If you do get Warcaster somewhere down the road, it does improve your damage on OAs as well. Going with high charisma should also put Inspiring Leader on your list to consider. It'll help with "healing".
I don't think I could use Booming Blade with my extra attack or bonus attack (PAM) as it requires the Cast Spell action rather than the Attack action. So, I'm not sure it'd compete, especially as I start with an extra attack (lvl 5 pal) and would soon have CHA modifier added to every melee attack.. Trying to swing more often seems it would scale better. Though I do like BB for the control aspect, I may grab it or Green-Flame Blade as another cantrip if I get my Sorcerer lvls higher.
I could add BB to PAMs opportunity attack with Warcaster but that'd be so far down the road given how ASI and feat hungry this build already is. I don't think the campaign will last long enough. I think I can use my shield or quarterstaff as my spell focus which removes a lot of the benefits of Warcaster for a half magic/half martial character anyway.
I haven't checked out Inspiring Leader but I'll look into it. I have fun learning about the different features of this game!
I have another question if you don't mind.. As a stat roll, is 16, 12, 14, 8, 12, 18 (arranged to suit my PC) overpowered or unfair? It didn't seem crazy at face value compared to other stat lines I've seen or used. Standard array gives you 72 points, point buy gives you 75, my rolled stats gave me 80. Given the lowest you can roll is 48 and the highest you can roll is 108, the average would be 78 (if my math is any good) my roll would only be 2 points above average rolled stats. What do you think?
Edit: Spelling and grammar mistakes
Edit 2: I wasn't aware that buying higher stats cost 2 points. So point buy is 69 points if you buy 15 in 3 stats (15, 15, 15, 8, 8, 8). Maybe my stats are a little too high
I don't think I could use Booming Blade with my extra attack or bonus attack (PAM) as it requires the Cast Spell action rather than the Attack action. So, I'm not sure it'd compete, especially as I start with an extra attack (lvl 5 pal) and would soon have CHA modifier added to every melee attack.. Trying to swing more often seems it would scale better. Though I do like BB for the control aspect, I may grab it or Green-Flame Blade as another cantrip if I get my Sorcerer lvls higher.
I could add BB to PAMs opportunity attack with Warcaster but that'd be so far down the road given how ASI and feat hungry this build already is. I don't think the campaign will last long enough. I think I can use my shield or quarterstaff as my spell focus which removes a lot of the benefits of Warcaster for a half magic/half martial character anyway.
I haven't checked out Inspiring Leader but I'll look into it. I have fun learning about the different features of this game!
I have another question if you don't mind.. As a stat roll, is 16, 12, 14, 8, 12, 18 (arranged to suit my PC) overpowered or unfair? It didn't seem crazy at face value compared to other stat lines I've seen or used. Standard array gives you 72 points, point buy gives you 75, my rolled stats gave me 80. Given the lowest you can roll is 48 and the highest you can roll is 108, the average would be 78 (if my math is any good) my roll would only be 2 points above average rolled stats. What do you think?
Edit: Spelling and grammar mistakes
I wasn't thinking of Booming Blade being an every time thing. It's more of a situational thing for your build and only really works if your DM actually leaves the target in the same place for the round. Otherwise you'll usually be better off attacking. 2d6+27+1d4 (36.5 average damage) at 8th level will be better than 1d6+9+3d8 (assuming the extra damage goes through, 26 average damage). The exception might be when you want to cast a bonus action spell and then follow it with Booming blade, but even then the two attacks will probably be better, unless you've only got advantage on one attack and you're attacking a hard to hit creature. I guess a creature with resistance against b/p/s damage would also be a good excuse.
You'll have better options if you can keep your higher rolls, but it's true that you'll have a stat hungry build. You could delay it one more level with a hexblade warlock to get your attack stat as charisma, but I think you'll be happier getting to 7th level Paladin faster.
As for your stats, 4 of the 6 are above average rolls, assuming that you have those and can still add the racial bonus. There is only one way to start with an 18 in any stat using standard array or point buy. In order to do it, you have to use custom lineage, put your +2 into an ability that you have at 15 and then choose a half feat that has a plus 1 for that stat. Otherwise you'd have to wait until level 4 to get and 18. It's a pretty decent power boost. If you consider the difference between your 16, 12, 14, 8, 12, 18 and a corresponding standard array of 14, 10, 13, 8, 12, 15; you'll notice that you have the equivalent of 4 ASIs worth of increases (a +2 for strength, dexterity, and charisma along with a +1 constitution/+1 charisma). If you also consider that 14s and 15s take 2 points to buy and apply that to 16s, 17s, and 18s your 80 points would be like giving a pool of 89 (I think I saw a point buy scale that allowed to buy up to an 18 and I think the 17 and 18 were 3 points).
The standard array is actually a 75 point system just like point buy. You can actually buy the standard array with point buy. It's the half way point between the two extremes for point buy (15, 15, 15, 8, 8, 8 on the extreme min-max side and 13, 13, 13, 12, 12, 12 on the extreme balanced stat maximization side).
One final note. The Aura of Hate won't help any of your party members as Dhampir are humanoids and not fiends or undead. Your DM might rule differently, but that's RAW (rules as written for any that don't know). This means that your damage increases the same with a strength increase as it does with a charisma increase once you get Aura of Hate, but because increasing your strength will also increase your hit modifier, strength will be better for you until you hit 20 from a damage perspective. Pumping charisma will help with spellcasting and will help your saves via Aura of Protection at Paladin 6. Aura of Protection does affect your allies within 10 ft of you. If you have someone who summons undead or fiends, you can bump their damage while protecting them when they are within 10 ft of you. You'll want to consider the tradeoff there when making your decisions. Inspiring Leader does scale off of charisma, so choosing that does favor charisma a bit more.
Yeah, it does seem quite strong now that you've broken it down like that. Feels a shame to give it up now though haha
I've read that Dhampir fall under the categories of both humanoid and undead. Though I think that may have been in Unearthed Arcana.. So I think that means its not official. Perhaps its not a good idea to play it then. At least not for my team mates without some possible homebrewing.
I would still get the bonus of my CHA modifier added onto my damage from Aura of Hate, so I think that'd make my damage better, but as you said only STR would improve my chance to hit. I could switch my scores around so my STR is 20 and my CHA is 19 (before we start playing.) Dhampir bonuses allow that. Or I could make it that I have a +4 in both CHA and STR and a feat for PAM. Can't decide if I want to be primarily martial or magical and I've done it to myself haha
Or i could start again with point buy, variant human for lvl 1 PAM, 16 in CHA and STR, lvl 4 ASI CHA or STR (or maybe sentinel/warcaster/etc). I think the DM was talking about homebrewing vampire mechanics in. Might be worth doing that plan anyway, even if I could possibly keep my rolled stats.. or offer to decrease a few stats. So many possibilities haha
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Thank you! Its been a pleasure.
I'm not sure what you have planned that will give you a +11 modifier to damage, especially at 7th or 8th level. You would have a maximum of +5 from strength (dexterity if using a finesse weapon or charisma if using the hexblade dip would slot here). The Oathbreaker 7th level Aura of Hate would allow you a maximum of +5 from your charisma modifier. Nothing else would let you add a modifier to that until much later in the leveling process. If you're talking about magical weapons or something along those lines, then it's possible.
PAM doesn't let you add your stat modifiers to damage more than discussed above. It will give you more opportunities to apply your modifiers by giving you more potential attacks, but it's most regular increase is a 1d4 attack for the bonus action and requires one of a handful of weapons as trade off. The maximum damage for one of those weapons is 1d10. It also allows more frequent application of opportunity attacks.
One way that you can get your damage bonus above 10 would be to go the Great Weapon Master route that has the -5 to hit/+10 to damage power attack. This would allow you to have a +20 with maxed attack stat, maxed Aura of Hate and a penalty of 25% to hit. This works great for low AC targets but shouldn't be counted upon for higher AC targets.
What were you counting on to get you above 11 at level 7/8? Are you counting on rolled stats or Standard Array/Point Buy?
I did roll stats. At 7th lvl with Dhampirs bonus +2 Cha, +1 Str, ASI from lvl 4 both into Str. 7th I would have 20 Cha and 19 Str.
4 + 5 + 2 (Duelist) = 11. That is assuming we aren't given any +1 weapons. Polearm maybe at 8 or as a potential starter feat or learned as a story feature (DMs digression of course). Its only just occurred to me that what is contributing to the awesomeness is good rolls haha I'm worried that could be overpowered for my party if they aren't also rolling stats. It'd be worth checking with them before starting.
I've never been a fan of GWM. I prefer reliability but perhaps I just don't understand it well enough. I only just realised Paladins are viable and that Polearm Master is great. I have limited experience with this game though I really enjoy the mechanical aspects (as well as story, RP, improv)
Really? Your DM doesn't allow you to switch characters? The DM should at least allow you to change your subclass or other features. If a player wants to switch their character, let them, because it's the DM's job to make sure the experience is fun for everyone. If someone wants to change their character, its clear that they aren't having fun with their current character.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Dueling fighting style makes sense. The way that I had interpreted what you had written before made me think of something else entirely, but that makes sense.
The nice part about GWM is that you don't have to take the power attack every time you attack. If you have a creature that had 18 AC, simply don't attack with the power attack. If you are attacking a 15 AC creature, determine how necessary the extra damage is and proceed accordingly. If you're attacking an 12 AC creature, feel free to let loose. If you've got advantage on the attacks, you can upgrade the 15 and 18 AC choices a level. The bonus action attack on a crit or a kill applies regardless of whether you have a heavy weapon equipped or not. The dueling fighting style doesn't interact with the power attack, though, so it isn't a good fit for your character concept.
PAM, on the other hand, can work. You would have to use a spear or quarterstaff to get both the dueling fighting style and the bonus action attack to work, but it still works and you can equip a shield.
If you wanted to use a Glaive or Halberd, you can use GWM and PAM together, though, you would have to use a different fighting style. This would allow you to have consistent bonus action attacks with PAM that could be upgraded to full attacks when you crit or reduce a creature to 0 HP. Either way, you've got a reliable way to get 3 attacks in per round after Paladin 5, which means 3 chances per each of your turns to crit and drop a Divine Smite on a creature. Any opportunity attacks that you generate are additional opportunities for Divine Smite. That's a lot of potential damage before even considering the possibility of a power attack on any of the 3 potential attacks.
Finally, you'll have to use whatever stat generation that the DM requires for the campaign. Even if the DM okays the rolling of stats, you may not be able to keep the stats that you have. Just be aware that you probably won't have exactly what you're looking at right now. If you have to use standard array, you'll be limited to a maximum of +9 damage modifier at paladin 7 assuming that you still take dueling fighting style and start with either a 16/16 starting stat line for Strength and Charisma or a 17/15. Either way you'd have to use the level 4 ASI to get those stats to 18/16. You'd then need 2 more ASIs to get your stats up to the same level that you've currently got for strength and charisma.
Great points! +9 (likely with an upgraded weapon too) at lvl 8 for 3 reliable hits per round is still pretty good I'd think. I was thinking of using a quarterstaff for that reason of being able to wield a shield and have PAM. Just need to make sure I'm actually hitting.
I think, given the other character classes, I'll be the tank/healer/support of the team but I'd also like to be good CC (with all my Oathbreaker fear, aberrant mind spells, and PAM) and pump out a nice DPR without having to burst my spells slots. Thats why I think a shield and duelist is important. Bit safer and more consistent I feel.
What level are you starting at? Because you can't really be an oathbreaker out of the box, you need to have an oath to break, and that doesn't happen until level 3. In fact, it specifically says you need to be level 3 in the subclass description. Also, make sure your DM is OK with it, there's a reason the oathbreaker is in the DMG, it's really more meant for NPCs and enemies. Many DMs don't allow it for PCs. And you're supposed to be evil, so make sure the rest of the part is OK with their characters adventuring with and evil turncoat who makes their lives harder any time they need to fight an undead or fiend.
Starting at 6, with his oathbreaking written into his backstory. I'll check with my DM but we are a pretty relaxed crew, I think it'll be cool. We are playing a neutral/evil campaign in which we are all vampires. I think the idea of a paladin becoming a vampire (pre-start) plays well for an Oathbreaker that has both strengths and weaknesses to undead creatures. I'll definitely run it by them all before playing
Something to consider at a later time (or in lieu of the +1/+1 ASI if you start 17/15) is the crusher feat. +1 to strength, the once per turn push with a hit as long as the creature is no more than one size larger than you, and crits with a bludgeoning weapon granting all attacks made against the target to be made with advantage should fit into what you're trying to do nicely. The ability to possibly spring an ally without triggering an OA against them nice for a tank.
I had considered crusher instead of PAM with my original idea of using a warhammer and shield. I think I want my CHA to be high though as it'll add the modifier onto every melee attack at lvl 7. I'm actually running 5/1 split to start with Oathbreaker and Aberrant Mind sorcerer (mostly flavour but I like the added utility), so I think I get more value out of prioritising CHA over strength at that point. I was very interested in Shield Master for improved saves (combined with lvl 6 pal aura) and the ability to shove prone as a bonus action to gain advantage.
So many options!
Grab Booming Blade with one of your cantrips. It could act as a control mechanism depending on how your DM deals with the Booming field. I don't think it needs to be an every round thing. If you do get Warcaster somewhere down the road, it does improve your damage on OAs as well. Going with high charisma should also put Inspiring Leader on your list to consider. It'll help with "healing".
I don't think I could use Booming Blade with my extra attack or bonus attack (PAM) as it requires the Cast Spell action rather than the Attack action. So, I'm not sure it'd compete, especially as I start with an extra attack (lvl 5 pal) and would soon have CHA modifier added to every melee attack.. Trying to swing more often seems it would scale better. Though I do like BB for the control aspect, I may grab it or Green-Flame Blade as another cantrip if I get my Sorcerer lvls higher.
I could add BB to PAMs opportunity attack with Warcaster but that'd be so far down the road given how ASI and feat hungry this build already is. I don't think the campaign will last long enough. I think I can use my shield or quarterstaff as my spell focus which removes a lot of the benefits of Warcaster for a half magic/half martial character anyway.
I haven't checked out Inspiring Leader but I'll look into it. I have fun learning about the different features of this game!
I have another question if you don't mind..
As a stat roll, is 16, 12, 14, 8, 12, 18 (arranged to suit my PC) overpowered or unfair? It didn't seem crazy at face value compared to other stat lines I've seen or used. Standard array gives you 72 points,
point buy gives you 75, my rolled stats gave me 80. Given the lowest you can roll is 48 and the highest you can roll is 108, the average would be 78 (if my math is any good) my roll would only be 2 points above average rolled stats. What do you think?Edit: Spelling and grammar mistakes
Edit 2: I wasn't aware that buying higher stats cost 2 points. So point buy is 69 points if you buy 15 in 3 stats (15, 15, 15, 8, 8, 8). Maybe my stats are a little too high
I wasn't thinking of Booming Blade being an every time thing. It's more of a situational thing for your build and only really works if your DM actually leaves the target in the same place for the round. Otherwise you'll usually be better off attacking. 2d6+27+1d4 (36.5 average damage) at 8th level will be better than 1d6+9+3d8 (assuming the extra damage goes through, 26 average damage). The exception might be when you want to cast a bonus action spell and then follow it with Booming blade, but even then the two attacks will probably be better, unless you've only got advantage on one attack and you're attacking a hard to hit creature. I guess a creature with resistance against b/p/s damage would also be a good excuse.
You'll have better options if you can keep your higher rolls, but it's true that you'll have a stat hungry build. You could delay it one more level with a hexblade warlock to get your attack stat as charisma, but I think you'll be happier getting to 7th level Paladin faster.
As for your stats, 4 of the 6 are above average rolls, assuming that you have those and can still add the racial bonus. There is only one way to start with an 18 in any stat using standard array or point buy. In order to do it, you have to use custom lineage, put your +2 into an ability that you have at 15 and then choose a half feat that has a plus 1 for that stat. Otherwise you'd have to wait until level 4 to get and 18. It's a pretty decent power boost. If you consider the difference between your 16, 12, 14, 8, 12, 18 and a corresponding standard array of 14, 10, 13, 8, 12, 15; you'll notice that you have the equivalent of 4 ASIs worth of increases (a +2 for strength, dexterity, and charisma along with a +1 constitution/+1 charisma). If you also consider that 14s and 15s take 2 points to buy and apply that to 16s, 17s, and 18s your 80 points would be like giving a pool of 89 (I think I saw a point buy scale that allowed to buy up to an 18 and I think the 17 and 18 were 3 points).
The standard array is actually a 75 point system just like point buy. You can actually buy the standard array with point buy. It's the half way point between the two extremes for point buy (15, 15, 15, 8, 8, 8 on the extreme min-max side and 13, 13, 13, 12, 12, 12 on the extreme balanced stat maximization side).
One final note. The Aura of Hate won't help any of your party members as Dhampir are humanoids and not fiends or undead. Your DM might rule differently, but that's RAW (rules as written for any that don't know). This means that your damage increases the same with a strength increase as it does with a charisma increase once you get Aura of Hate, but because increasing your strength will also increase your hit modifier, strength will be better for you until you hit 20 from a damage perspective. Pumping charisma will help with spellcasting and will help your saves via Aura of Protection at Paladin 6. Aura of Protection does affect your allies within 10 ft of you. If you have someone who summons undead or fiends, you can bump their damage while protecting them when they are within 10 ft of you. You'll want to consider the tradeoff there when making your decisions. Inspiring Leader does scale off of charisma, so choosing that does favor charisma a bit more.
Yeah, it does seem quite strong now that you've broken it down like that. Feels a shame to give it up now though haha
I've read that Dhampir fall under the categories of both humanoid and undead. Though I think that may have been in Unearthed Arcana.. So I think that means its not official.
Perhaps its not a good idea to play it then. At least not for my team mates without some possible homebrewing.
I would still get the bonus of my CHA modifier added onto my damage from Aura of Hate, so I think that'd make my damage better, but as you said only STR would improve my chance to hit. I could switch my scores around so my STR is 20 and my CHA is 19 (before we start playing.) Dhampir bonuses allow that. Or I could make it that I have a +4 in both CHA and STR and a feat for PAM. Can't decide if I want to be primarily martial or magical and I've done it to myself haha
Or i could start again with point buy, variant human for lvl 1 PAM, 16 in CHA and STR, lvl 4 ASI CHA or STR (or maybe sentinel/warcaster/etc). I think the DM was talking about homebrewing vampire mechanics in. Might be worth doing that plan anyway, even if I could possibly keep my rolled stats.. or offer to decrease a few stats. So many possibilities haha