This post is an update to an older guide by Lord Vespa. The recent Class Feature Variants UA, which will likely be printed in TCoE has given warlocks access to animate dead. There are many ways to use this spell in combination with the warlocks pact magic.
This build will not be optimized around animate dead, but it will be a thematic fit to the general idea of the character. This build will be incorporating levels of the Oathbreaker Paladin, which is not allowed at some tables. Still, the build might serve as inspiration for a potential villain.
The character is not intended to be evil, and the Oathbreaker levels will be explained by the backstory.
Why play this build?
pro:
SAD
high single target damage
short rest spellslots for smiting
good defenses, both AC and Saving Throws
more health than bladesingers, sword bards and other gishes
a decent ranged damage option in eldritch blast
unlike other necromancers, he does not loose power by casting animate dead with his spell slots
con:
less health than other martial classes
looses 7+ level spells
no constitution saving throw proficiency
Single Target oriented. Struggles with larger groups
Backstory:
Since birth Azrael grew up in a cult. His mother, Levinia, was a priestess of Levistus, one of the devil lords. Ever since he could remember, he was told that he was special. The chosen one.
One day, he would be sacrificed, so that Lord Levistus could finally escape his imprisonment in Stygia and take his throne as king amonst mortals. For this brave sacrifice, he lived lavishly, no expense spared.
But when it finally was time for the ritual, the cult was attacked by adventurers. Azrael, in a moment of panic, used the confusion to run away. He did not want to die. Not yet!
Having broken his Oath to Levistus, and knowing, that he could never come back, he snuck out of the cave and hid in the nearest town. Now, the cultists are looking for him, and he has nightmares of his mother Levinia being tortured in hell as punishment.
Should he ever die, he knows, that his soul would suffer the same fate.
Character Goals:
achieve immortality/ get his soul back, to avoid Levistus's wrath
free his mother from hell
avoid the cultists/destroy the cult
find a way to bring back the dead, so that they do not have to suffer in hell
How to Roleplay:
paranoid, distrustful at first, naively trusting when knowing people
despite being a tank he is a coward (very afraid of dying)
grew up in a cult -> many strange mannerisms and beliefs, lacks common knowledge
warped view of the gods and standart belief systems (brainwashed)
ruthless. Will do anything to avoid his death, and the death of his friends and loved ones
General Progression:
Level Progression:
2 levels Paladin
1 level Hexblade
4 levels Paladin
1 level Hexblade
2 levels Paladin
10 levels Hexblade
Race:
I chose the Fallen Aasimar because it fits thematically.
If Oathbreakers are not allowed at your table, either Conquest or Vengeance Paladins are likely the next best option. In that case, I would multiclass into warlock earlier (after level 6), as the level 7 auras are not as powerful. It also makes you necromancy weaker, so you might rethink a couple of your spell choices (in particular, I would take mass suggestion instead of create undead as your first arcanum).
For Vengeance Paladins in particular, half elfs are a lot better, as you get advantage more easily. Both vow of emnity and the innate darkness and fairy fire give you advantage. This makes elven accuracy more valuable for you.
You might also want to rethink the polearm master feat. With HBC you have a 10% crit chance on each hit. With elven accuracy, you roll every hit three times. That gives you a crit chance of ~50%.
Great Weapon Master gives you a bonus action attack on crits, as well as other benefits. So if you decide to go with Vengeance instead of Oathbreaker, use that feat instead.
Ability Scores:
Point Buy:
Str: 14 (required for heavy armor, +1 from Race)
Dex: 10
Con: 14
Int: 10
Wis: 10
Cha: 14 (most important stat for the build, +2 from Race)
Magical Items:
Common:
Dread Helm
Uncommon:
Saddle of the Cavalier
Boots of Elvenkind
Rare:
Ring of Spellstoring
Portable Hole
Mantle of Spell Resistance
Periapt of Proof against Poison
Very Rare:
Spellguard Shield
Ring of Regeneration
Horseshoes of a Zephyr
Legendary:
Holy Avenger (Spear)
Cloak of Invisibility
Artifact:
Ring of Winter
Misc:
+x Spear
+x Plate
+x Shield
None of the items on this list are required in any way, but all of them add to your strengths.
The ring of winter in particular is an item, which solves all of your problems. Immortality, you can not be tracked, more spells per day (including more AoE spells)...
However, due to its power, it is likely too strong to give to a player. It might be an interesting item for a one shot, and might make for an interesting campaign arc, if the former ally is turned evil by the rings corruption and has to be defeated.
Level by Level:
Level 1:
Race: Fallen Aasimar
Class: Paladin
Background: Haunted One (Arcana, Religion, Infernal, Abyssal)
Skills: Intimidation, Athletics
Starting Equipment: a glaive, a shield, a spear, a priests pack and a holy symbol. Get Plate armor as quickly as possible.
Class Feature: Lay on Hands
Racial Feature: Healing Hands
At this level, Paladins are not any different from the other martial classes. Lay on Hands and Healing Hands allows you to heal another player for miniscule amounts (5 and 1 HP). This is enough however, to bring a fallen player back to the fight. A creature with 1 HP deals as much damage as one with full HP, and with <5 HP, they would probably die in one hit anyways. So these features basically let you revive a fallen team member 6 times a day.
At this level, Paladins gain spells and the ability to smite. Smite lets you use a spell slot to deal additional damage with a meelee attack. Most of your spell slots will probably be used on this feature. Notably however, you have access to bless, which is useful for multiple rounds, and buffs you and your allies.
Hex Warrior lets you attack with your charisma. However, at this level, it only works with one handed weapons. If your group pays attention to spell components, then this is a bit of a problem, because your holy symbol only works as a spell casting focus for Paladin spells. This will be fixed on a later level.
I decided to use a spear and a shield. Casting the Shield spell etc is still possible, but casting Hex requires some shenanigans (stowing your weapon).
The Hexblades Curse (HBC) works like Hex, but is generally stronger, and does not require a spell slot.
It also increases your crit range. Smites deal double damage on crits, so if you want, you can keep your spell slots for crits to make the most of them.
The Necrotic Shorud feature lets you add your level to your damage for a minute, and gives you an AoE fear effect for a turn. This also applies to your allies!
This ability greatly increases your offensive potential (though only temporarily) and makes up for your lack of AoE spells as a defensive measure, if you ever find yourself surrounded by enemies.
Level 4:
Class: Paladin (Oathbreaker)
Class Feature: Channel Divinity
The Oathbreaker gives you two Channel Divinity options.
Control Undead lets you capture an undead enemy of a challenge rating of up to your level. This is a very strong effect, even at this level, but only works in very narrow circumstances (fighting undead) and is best used against a single strong undead minion. Be careful though, if you want a permanent minion. This ability only works 1/SR, and the undead will probably not be happy that you tried to enslave them.
Dreadful Aspect is probably the more useful of the two options, and works similarily to the fear spell, although the frightened creature can still attack you, and is not forced to move away!
This is, similarily to the Necrotic Shroud ability, a very good defensive option, if you want to deter enemies from meelee combat. Unlike Necrotic Shroud, it does NOT affect your allies!
Extra attack lets you attack twice. This is the most important feature for any martial character. You got it one level late, but better late than never. Find Steed gives you a warhorse as a mount, which greatly increases your speed and fits the whole knight aesthetic. Be careful though with your mount in combat, as enemies will probably target your mount to make you fall of your horse. A Saddle of the Cavalier helps you a lot with that problem.
The Aid Spell is notable, because it increases your hitpoints and lasts for 8h. So you can spend a spell slot on this spell before you take a short rest. That way, you gain the benefit, and still have your spell slots for smites etc.
Level 7:
Class: Paladin
Spells: Lesser Restoration
Class Feature: Aura of Protection
Aura of Protection is one of the most famous Paladin features, and for good reason. It lets you and your allies add your cha modifier to saving throws. This also fixes your concentration problem. Most gishes need the warcaster feat (also good for you), but this lets you have better concentration saves without needing to invest an ASI.
Level 8:
Class: Hexblade
Invocations: Agonizing Blast, Devils Sight
Spells: Armor of Agathys
Finally you are more than a Paladin with a little Warlock dip. Agonizing Blast is a great invocation and gives you a decent ranged combat option, normally the weakness of Paladins. Devils Sight combos with the darkness spell, which you get automatically from the Oathbreaker Spell List.
Notably, darkness does not hurt your allies, because the advantage from being an unseen attacker, and the disadvantage from being blinded cancel each other out.
Level 9:
Class: Paladin
Class Feature: Aura of Hate
This feature is the main reason (mechanically) why we chose to go with oathbreaker (instead of vengeance etc). It lets you add +cha to damage, for you and all undead around you (remember that for later!).
However, it also improves devils and undead fighting you, so be careful around them!
Level 10:
Class: Paladin
ASI: feat (Polearm Master)
Spells: Cure Wounds
Polearm Master lets you attack as a bonus action, giving you three attacks per round.
Even with animate dead you are not as good a necromancer as a wizard. Also do not annoy the DM! People get quickly bored by minions. I suggest giving each player command over them, so that everybody has something to do.
Still, they are buffed a little by your auras, and you can summon them before the adventuring day. A couple skeleton buddies are always handy, not only in combat.
Most people do not particularily like necromancers though, so finding a way to hide your chosen profession (a portable hole for example) can be handy.
Level 14:
Class: Hexblade
Spells: Counterspell
Class Feature: Accursed Specter
The specter is not particularily strong at this level, but is buffed by your auras, and can be used in other ways. For example, you could interrogate the spirit of the creature that you have just slain. Remember, that this spirit does follow your commands, but probably still hates your guts and will misinterpret your commands if possible. There are some great roleplay options here for the DM
Tomb of Levistus is a decent last resort if you think you are about to die, and fits with my backstory. Shadow of Moil is THE high level warlock spell. It will probably be the one you concentrate most on.
This is the level, on which you finally get 5th level spells, so Eldritch Smite outdamages Divine Smite (also has a better damage type). It can be used only once per round though.
If you really dislike someone, you can spend all of your spell slots on an eldritch smite and 2-3 divine smite turn one.
Danse Macabre gives you another way to get minions - quickly! and Cone of Cold finally gives you a decent AoE option.
Level 18:
Class: Hexblade
Cantrip: Mage Hand
Spells: Hold Person -> Hold Monster
Class Feature: Armor of Hexes
You have a lot of defensive options for your reaction now. If you want to conserve spell slots, or get hit by an attack with a very high modifier, this is a good defensive option. Usually though, the shield spell will be enough.
I am not 100% sure that this is the right place to post a character build. If it is not, please do not delete this immediately, as it was a lot of work. Do you know a better place to post builds/guides?
I would be happy to hear your thoughts and suggestions. Are there any spell combinations, which I missed? Do you have suggestions to improve the backstory? Are animate dead warlocks just generally OP (even is the player is not necessarily abusive) and should never be allowed?
Thank you for reading and looking forward to your replies.
Sadly, animate dead did not get added to the warlock spell list in Tashas, and summon undead, summon lesser/greater demon, summon fiend and infernal calling all require concentration.
On the other hand, eldritch mind is a great invocation for hexblades, and I highly recommend this to any Hexadin.
Thinking on this topic more...but here's the options as I see them, if you care as much about buffing skeletons as you do about buffing yourself.
A pure Oathbreaker will have their first (buffed) skeleton/zombies at Character level 9 (two skeletons using two level 3 slots), all the way up to 6+15+10 (31 total) skeletons at Character level 20 if they use all their slots. They also buff themselves at Character level 7.
A pure necromancer Wizard gets their first skeleton/zombies at Character level 5 (two skeletons), jumping up to six (buffed) skeletons at Character level 6, all the way up to.... I dunno... 112? at Character level 20 if they use all their slots. Looks like 6+12+18+16+20+12+14 to me, plus Arcane Recovery for another 12, plus Signature Spells for 2, if you entirely ignore other superior spells like Create Undead or normal spell use throughout the day.
A pure Warlock gets their first skeleton at Character level 5 (Undying Servitude), and only ever gets one all the way through 20 (though, a Hexblade will also have a Spectre). They also can pick up Hexblade and Lifedrinker while they're at it, if you care about yourself as well as skeletons.
A pure Sorcerer gets no skeletons.... but it has hidden depths for fueling spell slots if you're a Warlock/Sorcerer/Wizard or Warlock/Sorcerer/Paladin
So it feels like the possible builds are:
One good skeleton, tough Deathknight: As you've described, a Hexblade 12/Oathbreaker 8, which has only 1 hatred-buffed skeleton, but also 1 hatred-buffed Specter. Is pretty beefy themself, and fairly SAD on Charisma. Only thing that really distinguishes "tough" from "competent" below is the extra +5 damage from Lifedrinker, Hexblade 10 defense, and other misc. invocations, so.... just keep that in mind.
Many good skeletons, competent Necromancer: Pure Wizard Necromancer 20 above, total of 112 tough-buffed skeletons, and normal cantrip/ritual adventuring through the day based on Intelligence.
Many GREAT skeletons, competent Deathknight, competent Necromancer: A Hexblade 1/Oathbreaker 7/Necromancer 12 (multiclass caster equivalent 15). Summons 6+12+12+8+10+12 (60) skeletons with slots, plus another 8 with Arcane recovery, for 68 hatred-and-tough-buffed skeletons per day. Probably didn't buff Int to be good at Wizard cantrips, but SAD on Charisma to be a good at Warlock cantrips and Paladin bonuses. Just, a very small handful less HP vs. the Paladin/Warlock above, no big deal. You can peel off a few Necro levels for Hexblade 2 or 3, if you care about invocations and pact boons, you've got skeletons to spare. Making your skeletons hatred-buffed AND necromancer tough-buffed is a very big improvement to their usefulness over just one or the other, making these skeletons GREAT.
Many-er good skeletons, garbage Necromancer: A Necromancer 9/Sorcerer 6/Warlock 5, which is stupid, but lets you theoretically launder two third-level Warlock slots (which are worth 2 skeletons a piece) into one fourth level spell slot (which is worth 4 skeletons) per short rest.Edit:Im tired. 2+2 is 4, wtf.... there's an angle here probably, but you have to start generating 5th level slots to profit over casting 3rd level pact slots, which is awkward with sorcerer levels, and more warlock levels would just turn them into 5th level pact slots so..... forget the couch potato build, and just make a Necromancer/Hexblade if you care about short rest Animate Dead, which I'm pretty sure can go higher than 130!!!If you spent alllll day just doing that and short resting (while your skeletons roamed the countryside without you digging up new bodies to grow your army, or patrolling your lair), you could pick up 64 skeletons that way, in addition to the 6+12+12+8+10+12 (60) that you get from spell slots as a multiclass caster equivalent 15, and the 6 from arcane recovery.... 130 total skeletons per day! 18 extra skeletons vs. the pure necromancer wizard is totally NOT worth being couch-bound all day with Short rests, though, and pretty DM-dependent on whether you can chain short rests that way, and whether skeletons will competently be able to roam and serve you. No adventuring, no time for rituals, this guy sucks as anything other than a specialized villain, though he's okay in a fight when it comes to him.
Many good skeletons, competent DeathKnight, competent necromancer: An Oathbreaker 9/Sorcerer 6/Warlock 5 is similarly stupid to progress through, but works pretty good as a level 20 snapshot. Multiclass Caster equivalent 10 gets you 3+9+10 (22) skeletons with slots, plus 48 from pact slot laundering (edit: pointless, see above, drop the sorcerer), for a total of 60 hatred-buffed skeletons at 20. Honestly has nothing in particular to recommend it over the superior Hexblade 1/Oathbreaker 7/Necromancer 12 version above, just thought I'd do the math for the heck of it.
thank you for your replies. I do not think the invocation is worth taking tbh.
One thing you forgot was the divine soul sorcerer. While it gets less and weaker skeletons compared to the necromancer, you also get metamagic and cast with cha
The Hexadin
A guide to the Paladin/Warlock multiclass using the Class Feature Variants UA
This post is an update to an older guide by Lord Vespa. The recent Class Feature Variants UA, which will likely be printed in TCoE has given warlocks access to animate dead. There are many ways to use this spell in combination with the warlocks pact magic.
This build will not be optimized around animate dead, but it will be a thematic fit to the general idea of the character. This build will be incorporating levels of the Oathbreaker Paladin, which is not allowed at some tables. Still, the build might serve as inspiration for a potential villain.
The character is not intended to be evil, and the Oathbreaker levels will be explained by the backstory.
Why play this build?
pro:
con:
Backstory:
Since birth Azrael grew up in a cult. His mother, Levinia, was a priestess of Levistus, one of the devil lords. Ever since he could remember, he was told that he was special. The chosen one.
One day, he would be sacrificed, so that Lord Levistus could finally escape his imprisonment in Stygia and take his throne as king amonst mortals. For this brave sacrifice, he lived lavishly, no expense spared.
But when it finally was time for the ritual, the cult was attacked by adventurers. Azrael, in a moment of panic, used the confusion to run away. He did not want to die. Not yet!
Having broken his Oath to Levistus, and knowing, that he could never come back, he snuck out of the cave and hid in the nearest town. Now, the cultists are looking for him, and he has nightmares of his mother Levinia being tortured in hell as punishment.
Should he ever die, he knows, that his soul would suffer the same fate.
Character Goals:
How to Roleplay:
General Progression:
Level Progression:
Race:
I chose the Fallen Aasimar because it fits thematically.
Mechanically, Half Elfs are likely the strongest.
Fallen Aasimar:
pro:
Half Elf (Drow):
pro:
vHuman:
pro:
contra:
Subclass Options:
If Oathbreakers are not allowed at your table, either Conquest or Vengeance Paladins are likely the next best option. In that case, I would multiclass into warlock earlier (after level 6), as the level 7 auras are not as powerful. It also makes you necromancy weaker, so you might rethink a couple of your spell choices (in particular, I would take mass suggestion instead of create undead as your first arcanum).
For Vengeance Paladins in particular, half elfs are a lot better, as you get advantage more easily. Both vow of emnity and the innate darkness and fairy fire give you advantage. This makes elven accuracy more valuable for you.
You might also want to rethink the polearm master feat. With HBC you have a 10% crit chance on each hit. With elven accuracy, you roll every hit three times. That gives you a crit chance of ~50%.
Great Weapon Master gives you a bonus action attack on crits, as well as other benefits. So if you decide to go with Vengeance instead of Oathbreaker, use that feat instead.
Ability Scores:
Point Buy:
Str: 14 (required for heavy armor, +1 from Race)
Dex: 10
Con: 14
Int: 10
Wis: 10
Cha: 14 (most important stat for the build, +2 from Race)
Magical Items:
Common:
Uncommon:
Rare:
Very Rare:
Legendary:
Artifact:
Misc:
None of the items on this list are required in any way, but all of them add to your strengths.
The ring of winter in particular is an item, which solves all of your problems. Immortality, you can not be tracked, more spells per day (including more AoE spells)...
However, due to its power, it is likely too strong to give to a player. It might be an interesting item for a one shot, and might make for an interesting campaign arc, if the former ally is turned evil by the rings corruption and has to be defeated.
Level by Level:
Level 1:
Race: Fallen Aasimar
Class: Paladin
Background: Haunted One (Arcana, Religion, Infernal, Abyssal)
Skills: Intimidation, Athletics
Starting Equipment: a glaive, a shield, a spear, a priests pack and a holy symbol. Get Plate armor as quickly as possible.
Class Feature: Lay on Hands
Racial Feature: Healing Hands
At this level, Paladins are not any different from the other martial classes. Lay on Hands and Healing Hands allows you to heal another player for miniscule amounts (5 and 1 HP). This is enough however, to bring a fallen player back to the fight. A creature with 1 HP deals as much damage as one with full HP, and with <5 HP, they would probably die in one hit anyways. So these features basically let you revive a fallen team member 6 times a day.
Level 2:
Class: Paladin
Fighting Style: Defense
Spells: Bless, Wrathful Smite, Command, Cure Wounds
Class Feature: Divine Smite
At this level, Paladins gain spells and the ability to smite. Smite lets you use a spell slot to deal additional damage with a meelee attack. Most of your spell slots will probably be used on this feature. Notably however, you have access to bless, which is useful for multiple rounds, and buffs you and your allies.
Level 3:
Class: Warlock (Hexblade)
Cantrips: Eldritch Blast, Minor Illusion
Spells: Hex, Shield
Racial Feature: Necrotic Shroud
Class Features: Hexblades Curse, Hex Warrior
Hex Warrior lets you attack with your charisma. However, at this level, it only works with one handed weapons. If your group pays attention to spell components, then this is a bit of a problem, because your holy symbol only works as a spell casting focus for Paladin spells. This will be fixed on a later level.
I decided to use a spear and a shield. Casting the Shield spell etc is still possible, but casting Hex requires some shenanigans (stowing your weapon).
The Hexblades Curse (HBC) works like Hex, but is generally stronger, and does not require a spell slot.
It also increases your crit range. Smites deal double damage on crits, so if you want, you can keep your spell slots for crits to make the most of them.
The Necrotic Shorud feature lets you add your level to your damage for a minute, and gives you an AoE fear effect for a turn. This also applies to your allies!
This ability greatly increases your offensive potential (though only temporarily) and makes up for your lack of AoE spells as a defensive measure, if you ever find yourself surrounded by enemies.
Level 4:
Class: Paladin (Oathbreaker)
Class Feature: Channel Divinity
The Oathbreaker gives you two Channel Divinity options.
Control Undead lets you capture an undead enemy of a challenge rating of up to your level. This is a very strong effect, even at this level, but only works in very narrow circumstances (fighting undead) and is best used against a single strong undead minion. Be careful though, if you want a permanent minion. This ability only works 1/SR, and the undead will probably not be happy that you tried to enslave them.
Dreadful Aspect is probably the more useful of the two options, and works similarily to the fear spell, although the frightened creature can still attack you, and is not forced to move away!
This is, similarily to the Necrotic Shroud ability, a very good defensive option, if you want to deter enemies from meelee combat. Unlike Necrotic Shroud, it does NOT affect your allies!
Level 5:
Class: Paladin
ASI: +2 cha
Spells: Thunderous Smite, Heroism
Level 6:
Class: Paladin
Spells: Heroism -> Find Steed, Cure Wounds -> Aid
Class Feature: Extra Attack
Extra attack lets you attack twice. This is the most important feature for any martial character. You got it one level late, but better late than never. Find Steed gives you a warhorse as a mount, which greatly increases your speed and fits the whole knight aesthetic. Be careful though with your mount in combat, as enemies will probably target your mount to make you fall of your horse. A Saddle of the Cavalier helps you a lot with that problem.
The Aid Spell is notable, because it increases your hitpoints and lasts for 8h. So you can spend a spell slot on this spell before you take a short rest. That way, you gain the benefit, and still have your spell slots for smites etc.
Level 7:
Class: Paladin
Spells: Lesser Restoration
Class Feature: Aura of Protection
Aura of Protection is one of the most famous Paladin features, and for good reason. It lets you and your allies add your cha modifier to saving throws. This also fixes your concentration problem. Most gishes need the warcaster feat (also good for you), but this lets you have better concentration saves without needing to invest an ASI.
Level 8:
Class: Hexblade
Invocations: Agonizing Blast, Devils Sight
Spells: Armor of Agathys
Finally you are more than a Paladin with a little Warlock dip. Agonizing Blast is a great invocation and gives you a decent ranged combat option, normally the weakness of Paladins. Devils Sight combos with the darkness spell, which you get automatically from the Oathbreaker Spell List.
Notably, darkness does not hurt your allies, because the advantage from being an unseen attacker, and the disadvantage from being blinded cancel each other out.
Level 9:
Class: Paladin
Class Feature: Aura of Hate
This feature is the main reason (mechanically) why we chose to go with oathbreaker (instead of vengeance etc). It lets you add +cha to damage, for you and all undead around you (remember that for later!).
However, it also improves devils and undead fighting you, so be careful around them!
Level 10:
Class: Paladin
ASI: feat (Polearm Master)
Spells: Cure Wounds
Polearm Master lets you attack as a bonus action, giving you three attacks per round.
Level 11:
Class: Hexblade
Pact Boon: Pact of the Blade
Invocations: Agonizing Blast -> Improved Pact Weapon
Spells: Hold Person
Finally your weapon also is a focus for your warlock spells, and IPW gives you the +1 on attack rolls that you missed by taking a feat.
Level 12:
Class: Hexblade
ASI: +2 Cha
Cantrips: Prestidigitation
Spells (Paladin): Locate Object, Zone of Truth
Spells (Hexblade): Misty Step
Level 13:
Class: Hexblade
Invocations: Agonizing Blast
Spells: Fear, Misty Step -> Animate Dead (UA)
Even with animate dead you are not as good a necromancer as a wizard. Also do not annoy the DM! People get quickly bored by minions. I suggest giving each player command over them, so that everybody has something to do.
Still, they are buffed a little by your auras, and you can summon them before the adventuring day. A couple skeleton buddies are always handy, not only in combat.
Most people do not particularily like necromancers though, so finding a way to hide your chosen profession (a portable hole for example) can be handy.
Level 14:
Class: Hexblade
Spells: Counterspell
Class Feature: Accursed Specter
The specter is not particularily strong at this level, but is buffed by your auras, and can be used in other ways. For example, you could interrogate the spirit of the creature that you have just slain. Remember, that this spirit does follow your commands, but probably still hates your guts and will misinterpret your commands if possible. There are some great roleplay options here for the DM
Level 15:
Class: Hexblade
Invocations: Tomb of Levistus
Spells: Shadow of Moil, Counterspell -> Banishment
Tomb of Levistus is a decent last resort if you think you are about to die, and fits with my backstory. Shadow of Moil is THE high level warlock spell. It will probably be the one you concentrate most on.
Banishment is a great debuff against the bbeg.
Level 16:
Class: Hexblade
ASI: +2 Con
Spells: Dimension Door
Level 17:
Class: Hexblade
Invocations: Eldritch Smite
Spells: Danse Macabre, Fear -> Cone of Cold
This is the level, on which you finally get 5th level spells, so Eldritch Smite outdamages Divine Smite (also has a better damage type). It can be used only once per round though.
If you really dislike someone, you can spend all of your spell slots on an eldritch smite and 2-3 divine smite turn one.
Danse Macabre gives you another way to get minions - quickly! and Cone of Cold finally gives you a decent AoE option.
Level 18:
Class: Hexblade
Cantrip: Mage Hand
Spells: Hold Person -> Hold Monster
Class Feature: Armor of Hexes
You have a lot of defensive options for your reaction now. If you want to conserve spell slots, or get hit by an attack with a very high modifier, this is a good defensive option. Usually though, the shield spell will be enough.
Level 19:
Class: Hexblade
Mystic Arcanum: Create Undead
Spells: Sickening Radiance
Create Undead gives you another way to gain undead minions.
Level 20:
Class: Hexblade
Invocation: Lifedrinker
ASI: +2 Con
Ah, this is a level 20 feature :)
Lifedrinker lets you add your cha do damage, so another +15 damage each round.
Damage Calc:
damage:
2*(1d8+5+5(Lifedrinker)+6(Hexblades Curse))+1d4+5+5+6+20(Necrotic Shroud)+smite=94.5+smite
Plan:
Minions:
Animate Dead: 5 Skeletons
Create Undead: 3*Ghouls
Danse Macabres: 5*(+5 Skeletons)
Accursed Specter: 1 Specter
Channel Divinity: 1 Undead (CR < 8)
Link to the character on DnDBeyond
I am not 100% sure that this is the right place to post a character build. If it is not, please do not delete this immediately, as it was a lot of work. Do you know a better place to post builds/guides?
I would be happy to hear your thoughts and suggestions. Are there any spell combinations, which I missed? Do you have suggestions to improve the backstory? Are animate dead warlocks just generally OP (even is the player is not necessarily abusive) and should never be allowed?
Thank you for reading and looking forward to your replies.
Edit: Thanks for removing the poll :)
Edit:
Sadly, animate dead did not get added to the warlock spell list in Tashas, and summon undead, summon lesser/greater demon, summon fiend and infernal calling all require concentration.
On the other hand, eldritch mind is a great invocation for hexblades, and I highly recommend this to any Hexadin.
It didn't, but it did add:
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I'm going to make this way harder than it needs to be.
Thinking on this topic more...but here's the options as I see them, if you care as much about buffing skeletons as you do about buffing yourself.
So it feels like the possible builds are:
A Necromancer 9/Sorcerer 6/Warlock 5, which is stupid, but lets you theoretically launder two third-level Warlock slots (which are worth 2 skeletons a piece) into one fourth level spell slot (which is worth 4 skeletons) per short rest.Edit: Im tired. 2+2 is 4, wtf.... there's an angle here probably, but you have to start generating 5th level slots to profit over casting 3rd level pact slots, which is awkward with sorcerer levels, and more warlock levels would just turn them into 5th level pact slots so..... forget the couch potato build, and just make a Necromancer/Hexblade if you care about short rest Animate Dead, which I'm pretty sure can go higher than 130!!!If you spent alllll day just doing that and short resting (while your skeletons roamed the countryside without you digging up new bodies to grow your army, or patrolling your lair), you could pick up 64 skeletons that way, in addition to the 6+12+12+8+10+12 (60) that you get from spell slots as a multiclass caster equivalent 15, and the 6 from arcane recovery.... 130 total skeletons per day! 18 extra skeletons vs. the pure necromancer wizard is totally NOT worth being couch-bound all day with Short rests, though, and pretty DM-dependent on whether you can chain short rests that way, and whether skeletons will competently be able to roam and serve you. No adventuring, no time for rituals, this guy sucks as anything other than a specialized villain, though he's okay in a fight when it comes to him.plus 48 from pact slot laundering(edit: pointless, see above, drop the sorcerer),for a total of 60 hatred-buffed skeletons at 20. Honestly has nothing in particular to recommend it over the superior Hexblade 1/Oathbreaker 7/Necromancer 12 version above, just thought I'd do the math for the heck of it.dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
thank you for your replies. I do not think the invocation is worth taking tbh.
One thing you forgot was the divine soul sorcerer. While it gets less and weaker skeletons compared to the necromancer, you also get metamagic and cast with cha
theoretically (though obviously not in most campaigns) one might also get animate dead through a background
Oh, does Golgari grant it? That’s right... hmmm...
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I'm going to make this way harder than it needs to be.
I have long said that the best Necromancer is an Oathbreaker/Hexblade multiclass.
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