What are the pros and cons? I plan on doing this with a dragon born, but would like others thoughts on direction or route class levels. Feel free to rip it a part. I'm thinking maybe a weird healer heavy damage
Somewhat MAD, and you would not get any high-level features from these classes.
For example, you would need to decide what route you want to go for armor. If you want Unarmored, Light, or Medium armor, then you need to invest in DEX along with STR, CON, and CHA. You could neglect STR for DEX weapons, but then you lose out on alot of your damage and it makes your Barbarian side less effective at Athletics (even if they get advantage while raging). If you wanted to wear Heavy Armor, then you dont need to worry about DEX but you cant rage which ends up neglecting a large part of your barbarian kit.
Also, if you are raging, you cannot cast any of the spells you invest in for warlock or paladin. This is fine if you are primarily planning on using spell slots for your divine smites.
Pro: Reckless Attack is good for critting and applying smites as a paladin. Warlock dip is good for paladin.
Con: Warlock and Barbarian dont synergize super well imo, but I am sure there are some combos that could work
Personally I feel like you could accomplish your goal with a multiclass of any two of these rather than all 3. Is there a reason you need to have all 3?
Hit points and rage frenzy, no rolls just point buy
By "rage frenzy" do you specifically mean Frenzy from the Berserker barbarian?
I think what you hope to get from levels in barbarian you could get from feats instead.
More hitpoints? Take the Tough feat. Youre not going to get a ton more HP from a barbs d12 vs a paladins d10 unless you take alot of levels in barb. The tough feat would more than make up the difference
Damage Reduction? Take the heavy armor master feat. It is sadly not as good as plain resistance from raging, but works with heavy armor
Bonus action attack? Take polearm master. The damage isnt as good as for a frenzied barb, but you also dont risk taking on levels of exhuastion
As for the damage bonus you would get during a rage, if you give up the levels in barb and just take the paladin to level 11, you will be getting an extra 1d8 on every attack you make, which on average will be more damage than the barb would get from its rage bonus.
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Reckless attack maybe (increases the chance of critting with a smite), maybe rage (resistance to psychical damage is nice for tanking)
But yeah, go for armor, not unarmored defense.
Medium/Light armor would still rely on Dex and be arguably worse than unarmored with a maxed con (except for half plate, I think). If they went Heavy armor, they cant rage (or, they can, but they dont get any of the benefits).
Is their a way to capitalize on resistance to types and get a lot of them.
Open to Sub classing all classes I dont think level 20 will happen. Possibly 16
Bear totem barbarian gives a ton of damage resistances. You could also pick up one or two depending on your choice of race if you didnt want to go the totem barb route.
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Open to any subclass for all 3 classes. I think it would be cool to use spells for healing from Warlock too. Maybe get some spell resistance from barbarian.
You are only really providing tidbits of your ideas at a time and using pretty vague language in some areas. If you provide a detailed idea of what you already have in mind, then we may be able to weight the pros and cons better.
If you are looking for someone to fully flesh out the build for you, then I will allow other commenters to take up that task.
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I like the idea of the healing and Large Brust Damge, with resistance to a bunch of damge types. So I send my guy in Dish out huge damge back away and heal. Could care less about INT but I Like Wisdom. Added some crowd control with white dragon breath.
It might be helpful for you to compare it to a full class at the same level. If you're going melee, all three of your classes depend on Extra Attacks, which is going to do more for your damage than anything these combos are providing. Dividing your levels between 3 classes means you're pushing your primary damage feature way back. It's fun to just think, "hey smite + rage + pact slots would be cool," but it takes a long time to get online. And across those same levels, every other combo is also gaining power - potentially at a faster rate.
Ultimately, I would not combine more than 2 classes. There may be a few exceptions once you hit tier 3 and beyond, but you need a very specific goal and a lot of synergy between the classes to make it work.
as someone who plays a paladin warlock, that is a good combo, and barbarian paladin is almost equally good. Max strength, obviously, and charisma and Con are high. Everything else is pretty much secondary, so stats should be decent. Since you didn't specify how many levels of warlock, I would say no more than 5. If the number of warlock levels outweigh the number of paladin and barbarian levels, then the multiclass isn't worth it. For your barbarian subclass there's a lot you can do, but I would honestly keep barbarian limited as well. Most campaigns don't go to level 20, so I wouldn't worry too much about high level abilities, but here's my thought: Paladin 10/Barbarian 5/Warlock 5. Oath of Vengeance is a good oath from personal experience, goes well with barbarian, Oath of Conquest could be cool. As for warlock a Hexadin is a good one to multi with paladin. You get some added combat features and don't have to rely too heavily on spells. On the subject of spells, warlocks don't get enough at level 5 for me to worry about it anyway. Most of those will be smite slots, although I occasionally use hold person, armor of agathys, and shield with my oath and patron. TBH the warlock dip with barbarian isn't really the best. I understand you're just trying to see what we would do with the build, but normally I would say go either warlock or barbarian, but not both. Strangely your resources aren't too divided as most multiclasses are, you just need to figure out what you want the character to be.
"Healing, Large Burst Damage, and resistance to a bunch of damage types".
That sounds like paladin/barbarian, really. The warlock levels are just getting in the way. Paladins can already heal using their Lay On Hands, even while raging. Paladin X/Barbarian 2 for Reckless Attack and Danger Sense would be my choice for a Healing Damage-Chunking Resisterman. The Aura of Protection paladins get at sixth level is quite possibly the most powerful single class feature in all of D&D; one of the primary reason the Hexblade Padlock is so strong is they can max their Charisma without sacrificing damage, and despite what popular wisdom says, high Charisma is bonkers strong on paladins. The saving throws for our level 11 paladin in our current long-runner campaign (note: this paladin has a Dex score of 6, modifier of -2):
The whole "Paladins don't need Charisma!" thing is bologna. No other character class in D&D can just passively grant itself +5 to all of its saves, and grant that bonus to anyone standing next to them to boot.
So yeah. Arnt's ability spread works to start with, but if you truly want to make this insanity work? Two levels of barbarian, one level of warlock for Hexblade cheese to cut off Strength and allow you to focus on Charisma, then straight paladin. Point Buy array of 11/13/14/8/11/15, which looks insane but is the best you can do with a dragonborn's native ASIs and the dumb stupid Strength multiclassing requirement on paladins. I still don't think the hexblade level is worth it, and frankly you could get away with cutting Dex down by a point and just accepting the AC hit to bolster that lifesaving PalaCharisma score. You won't get much in the way of feats, you need too many numbers to be too big, but you could always hope your DM is merciful with bolstering items like gauntlets of ogre power or, if you're super fortunate, an amulet of health.
Or just accept a non-20 Strength score. Heh, it's much easier to find ways to improve your attack rolls than it is to find ways to bolster saving throws; 16 Strength could serve just fine, especially with Reckless Attack to improve accuracy and Dueling fighting style to punch up the damage for a sword/board. Sword/board with Dueling can offset lower Dex and lower Strength both, giving more room for Constitution and Charisma. The 'Big Burst Damage' from paladins comes from throwing a heap of dice with Smites anyways, not from a high attack modifier, and every +1 you get on a sword is basically a spare point of Strength. If I were looking to do it without the warlock level, I'd do the following:
White Dragonborn start, 13/11/14/8/11/15 point buy. Start barbarian, not paladin, for the extra starting HP and the juicy Constitution bonus for helping to maintain spells in the midst of a furball. Barb 1, Barb 2, then go paladin for the rest of the character's career. At Paladin 3, take Oath of the Ancients. At Paladin 7, Oath of the Ancients gives you another aura that grants you and everyone within ten feet of you (or thirty feet, if you get all the way to 20 and achieve paladin 18!) passive resistance to all spell damage. Which is a big one for 'Big Resisterman', and which stacks up incredibly well with the barbarian's resistance to most forms of attacking damage. By level 9, in his battle fury this character will be resistant to a very significant portion of whatever people can do to him, and his boosted saves will make him incredibly difficult to disable with save-or-suck spells.
At paladin 4, round out Strength and Dex to 16/12 respectively. Paladin 8, you can take Resilient: Wisdom to get the most important save in the game and round out that 11 Wisdom. Any ASIs after that? Well, do whatever works for you, you'll know the character well enough at that point to know what he needs.
One thing to keep in mind about using Lay On Hands while Raging - since it takes your action, you will need to hope that you get an OA or get damaged to keep your Rage up.
Sure, but you can do it. If it's a choice between potentially losing your rage or watching a friend fail their last death save, the barbadin can at least make that call. A straight barbarian can't, unless they have a healing item.
Worth noting: a first-level warlock gets ONE spell slot, not two. The second first-level slot happens at 2nd level warlock, not first.
Divine Smite generally isn't worth it if you're not going to have more than three or four spell slots. It's a neat feature, but if you only ever have a small smattering of first-level slots it's going to be starved of fuel constantly. I'd argue at that point that Battlemaster is a more solid idea; take the PAL 2/WLK 1 and turn them to FTR 3 instead, and gain a pool of short-rest regenerating extra-damage dice that also have useful battlefield manipulation effects, plus an Action Surge for when one needs a beastmode round and no more need to find room for Charisma. You lose healing, but two levels of Paladin wasn't going to get you any healing worth speaking of outside one-HP whack-a-mole emergency 'healing'. Heh, hell - the infamous Sorcerer/Paladin combination everybody hates is good primarily because SOR X/PAL 2 has so much more fuel to Smite with than a base paladin.
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What are the pros and cons? I plan on doing this with a dragon born, but would like others thoughts on direction or route class levels. Feel free to rip it a part. I'm thinking maybe a weird healer heavy damage
Badlock?
Barbarian
Paladin
Warlock
Somewhat MAD, and you would not get any high-level features from these classes.
For example, you would need to decide what route you want to go for armor. If you want Unarmored, Light, or Medium armor, then you need to invest in DEX along with STR, CON, and CHA. You could neglect STR for DEX weapons, but then you lose out on alot of your damage and it makes your Barbarian side less effective at Athletics (even if they get advantage while raging). If you wanted to wear Heavy Armor, then you dont need to worry about DEX but you cant rage which ends up neglecting a large part of your barbarian kit.
Also, if you are raging, you cannot cast any of the spells you invest in for warlock or paladin. This is fine if you are primarily planning on using spell slots for your divine smites.
Pro: Reckless Attack is good for critting and applying smites as a paladin. Warlock dip is good for paladin.
Con: Warlock and Barbarian dont synergize super well imo, but I am sure there are some combos that could work
Personally I feel like you could accomplish your goal with a multiclass of any two of these rather than all 3. Is there a reason you need to have all 3?
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Spell refresh for smite, unarmored would be cool. Max the strength?
Again, the unarmored route will lead to you needing a good Dex score for a high AC which means you need 4 good scores.
I think the paladin/warlock is solid, but the barbarian throws a bit of a wrench into it. What are you hoping to add to the build from Barbarian?
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Hit points and rage frenzy, no rolls just point buy
Reckless attack maybe (increases the chance of critting with a smite), maybe rage (resistance to psychical damage is nice for tanking)
But yeah, go for armor, not unarmored defense.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
By "rage frenzy" do you specifically mean Frenzy from the Berserker barbarian?
I think what you hope to get from levels in barbarian you could get from feats instead.
More hitpoints? Take the Tough feat. Youre not going to get a ton more HP from a barbs d12 vs a paladins d10 unless you take alot of levels in barb. The tough feat would more than make up the difference
Damage Reduction? Take the heavy armor master feat. It is sadly not as good as plain resistance from raging, but works with heavy armor
Bonus action attack? Take polearm master. The damage isnt as good as for a frenzied barb, but you also dont risk taking on levels of exhuastion
As for the damage bonus you would get during a rage, if you give up the levels in barb and just take the paladin to level 11, you will be getting an extra 1d8 on every attack you make, which on average will be more damage than the barb would get from its rage bonus.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Is their a way to capitalize on resistance to types and get a lot of them.
Open to Sub classing all classes I dont think level 20 will happen. Possibly 16
Medium/Light armor would still rely on Dex and be arguably worse than unarmored with a maxed con (except for half plate, I think). If they went Heavy armor, they cant rage (or, they can, but they dont get any of the benefits).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Bear totem barbarian gives a ton of damage resistances. You could also pick up one or two depending on your choice of race if you didnt want to go the totem barb route.
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Open to any subclass for all 3 classes. I think it would be cool to use spells for healing from Warlock too. Maybe get some spell resistance from barbarian.
Warlock- Celistial?
Barbarian-Path of storm
That heal spell thing
You are only really providing tidbits of your ideas at a time and using pretty vague language in some areas. If you provide a detailed idea of what you already have in mind, then we may be able to weight the pros and cons better.
If you are looking for someone to fully flesh out the build for you, then I will allow other commenters to take up that task.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
https://ddb.ac/characters/57483687/E3F0a7
This is what I have so far.
I like the idea of the healing and Large Brust Damge, with resistance to a bunch of damge types. So I send my guy in Dish out huge damge back away and heal. Could care less about INT but I Like Wisdom. Added some crowd control with white dragon breath.
It might be helpful for you to compare it to a full class at the same level. If you're going melee, all three of your classes depend on Extra Attacks, which is going to do more for your damage than anything these combos are providing. Dividing your levels between 3 classes means you're pushing your primary damage feature way back. It's fun to just think, "hey smite + rage + pact slots would be cool," but it takes a long time to get online. And across those same levels, every other combo is also gaining power - potentially at a faster rate.
Ultimately, I would not combine more than 2 classes. There may be a few exceptions once you hit tier 3 and beyond, but you need a very specific goal and a lot of synergy between the classes to make it work.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Good point. But it's fun reading other ideas.
as someone who plays a paladin warlock, that is a good combo, and barbarian paladin is almost equally good. Max strength, obviously, and charisma and Con are high. Everything else is pretty much secondary, so stats should be decent. Since you didn't specify how many levels of warlock, I would say no more than 5. If the number of warlock levels outweigh the number of paladin and barbarian levels, then the multiclass isn't worth it. For your barbarian subclass there's a lot you can do, but I would honestly keep barbarian limited as well. Most campaigns don't go to level 20, so I wouldn't worry too much about high level abilities, but here's my thought: Paladin 10/Barbarian 5/Warlock 5. Oath of Vengeance is a good oath from personal experience, goes well with barbarian, Oath of Conquest could be cool. As for warlock a Hexadin is a good one to multi with paladin. You get some added combat features and don't have to rely too heavily on spells. On the subject of spells, warlocks don't get enough at level 5 for me to worry about it anyway. Most of those will be smite slots, although I occasionally use hold person, armor of agathys, and shield with my oath and patron. TBH the warlock dip with barbarian isn't really the best. I understand you're just trying to see what we would do with the build, but normally I would say go either warlock or barbarian, but not both. Strangely your resources aren't too divided as most multiclasses are, you just need to figure out what you want the character to be.
Updog
"Healing, Large Burst Damage, and resistance to a bunch of damage types".

That sounds like paladin/barbarian, really. The warlock levels are just getting in the way. Paladins can already heal using their Lay On Hands, even while raging. Paladin X/Barbarian 2 for Reckless Attack and Danger Sense would be my choice for a Healing Damage-Chunking Resisterman. The Aura of Protection paladins get at sixth level is quite possibly the most powerful single class feature in all of D&D; one of the primary reason the Hexblade Padlock is so strong is they can max their Charisma without sacrificing damage, and despite what popular wisdom says, high Charisma is bonkers strong on paladins. The saving throws for our level 11 paladin in our current long-runner campaign (note: this paladin has a Dex score of 6, modifier of -2):
The whole "Paladins don't need Charisma!" thing is bologna. No other character class in D&D can just passively grant itself +5 to all of its saves, and grant that bonus to anyone standing next to them to boot.
So yeah. Arnt's ability spread works to start with, but if you truly want to make this insanity work? Two levels of barbarian, one level of warlock for Hexblade cheese to cut off Strength and allow you to focus on Charisma, then straight paladin. Point Buy array of 11/13/14/8/11/15, which looks insane but is the best you can do with a dragonborn's native ASIs and the dumb stupid Strength multiclassing requirement on paladins. I still don't think the hexblade level is worth it, and frankly you could get away with cutting Dex down by a point and just accepting the AC hit to bolster that lifesaving PalaCharisma score. You won't get much in the way of feats, you need too many numbers to be too big, but you could always hope your DM is merciful with bolstering items like gauntlets of ogre power or, if you're super fortunate, an amulet of health.
Or just accept a non-20 Strength score. Heh, it's much easier to find ways to improve your attack rolls than it is to find ways to bolster saving throws; 16 Strength could serve just fine, especially with Reckless Attack to improve accuracy and Dueling fighting style to punch up the damage for a sword/board. Sword/board with Dueling can offset lower Dex and lower Strength both, giving more room for Constitution and Charisma. The 'Big Burst Damage' from paladins comes from throwing a heap of dice with Smites anyways, not from a high attack modifier, and every +1 you get on a sword is basically a spare point of Strength. If I were looking to do it without the warlock level, I'd do the following:
White Dragonborn start, 13/11/14/8/11/15 point buy. Start barbarian, not paladin, for the extra starting HP and the juicy Constitution bonus for helping to maintain spells in the midst of a furball. Barb 1, Barb 2, then go paladin for the rest of the character's career. At Paladin 3, take Oath of the Ancients. At Paladin 7, Oath of the Ancients gives you another aura that grants you and everyone within ten feet of you (or thirty feet, if you get all the way to 20 and achieve paladin 18!) passive resistance to all spell damage. Which is a big one for 'Big Resisterman', and which stacks up incredibly well with the barbarian's resistance to most forms of attacking damage. By level 9, in his battle fury this character will be resistant to a very significant portion of whatever people can do to him, and his boosted saves will make him incredibly difficult to disable with save-or-suck spells.
At paladin 4, round out Strength and Dex to 16/12 respectively. Paladin 8, you can take Resilient: Wisdom to get the most important save in the game and round out that 11 Wisdom. Any ASIs after that? Well, do whatever works for you, you'll know the character well enough at that point to know what he needs.
Please do not contact or message me.
One thing to keep in mind about using Lay On Hands while Raging - since it takes your action, you will need to hope that you get an OA or get damaged to keep your Rage up.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Sure, but you can do it. If it's a choice between potentially losing your rage or watching a friend fail their last death save, the barbadin can at least make that call. A straight barbarian can't, unless they have a healing item.
Please do not contact or message me.
Worth noting: a first-level warlock gets ONE spell slot, not two. The second first-level slot happens at 2nd level warlock, not first.
Divine Smite generally isn't worth it if you're not going to have more than three or four spell slots. It's a neat feature, but if you only ever have a small smattering of first-level slots it's going to be starved of fuel constantly. I'd argue at that point that Battlemaster is a more solid idea; take the PAL 2/WLK 1 and turn them to FTR 3 instead, and gain a pool of short-rest regenerating extra-damage dice that also have useful battlefield manipulation effects, plus an Action Surge for when one needs a beastmode round and no more need to find room for Charisma. You lose healing, but two levels of Paladin wasn't going to get you any healing worth speaking of outside one-HP whack-a-mole emergency 'healing'. Heh, hell - the infamous Sorcerer/Paladin combination everybody hates is good primarily because SOR X/PAL 2 has so much more fuel to Smite with than a base paladin.
Please do not contact or message me.