Currently, I'm mapping out the build and progression for a Hexblood Padlock. I want to use Oath of Watchers and Undead Patron as my subclasses, but am not really sure where to start and where my levels should go into. Depending on which class I start with, what are some recommendations for usefulness and some things to watch out for? The DM I play with usually runs games that end between Lvls. 15-20.
Considering my own play style: for Paladin I would prefer Blessed Warrior, Defense or Dueling; Warlock being Pact of the Tome or Chain (am open to Hexblade). This character is most likely going to be a DEX/Finesse Paladin vs. STR.
Currently, I'm mapping out the build and progression for a Hexblood Padlock. I want to use Oath of Watchers and Undead Patron as my subclasses, but am not really sure where to start and where my levels should go into. Depending on which class I start with, what are some recommendations for usefulness and some things to watch out for? The DM I play with usually runs games that end between Lvls. 15-20.
Considering my own play style: for Paladin I would prefer Blessed Warrior, Defense or Dueling; Warlock being Pact of the Tome or Chain (am open to Hexblade). This character is most likely going to be a DEX/Finesse Paladin vs. STR.
The basic answer is the same for all Hexadins aiming for level 20: depends on what you really want out of your build. I should point out that you literally have to have STR 13 for the build to be legal, so if you want to lean into Dexterity, you probably want to be a Half-Elf, so you have an extra stat point floating around. You could probably do it with Mountain Dwarf, too, although I'm guessing less efficiently.
The magic stopping points are:
Paladins:
Level 2 gets you Smite, the most common reason for a Hexadin to have Paladin levels.
Level 3 is the critical stopping point if you want Warlock 17 for an L9 Mystic Arcanum. You also get an Oath power.
Level 6 gets you the best aura in the game.
Level 7 gets you an Oath power.
Level 9 gets you L3 Paladin spells.
L11 gets Improved Divine Smite.
Warlocks:
L1 makes you a Warlock! A 1-level Hexlock dip is probably the single most popular Paladin multiclass build.
L2 gets you invocations.
L3 gets you a pact boon and the greatest "amount" of short rest magic per level in the Warlock table (4 slots*spell levels in 3 class levels).
L5 unlocks L3 spells and some invocations.
L6 gets you a subclass feature.
L7 unlocks L4 spells and some invocations.
L9 unlocks L5 spells and some invocations.
L10 gets you a subclass feature and a cantrip.
I ignored ASIs above, but levels 4 and 8 in either subclass is tempting to grab an ASI if you're already at L3. Always make sure you weigh your opportunity costs, though.
One question you need to answer is, do you want to be mostly Warlock or mostly Paladin? Which class is your "main"? Since Warlocks can opt out of Extra Attack by not taking the EA invocation, you have no built-in stopping point at L4 like the martial classes lend themselves to, and Warlocks don't interfere with spell slot progression on casters, so you have no extra incentive for taking an even number of Paladin levels. It's all about what you're after.
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Currently, I'm mapping out the build and progression for a Hexblood Padlock. I want to use Oath of Watchers and Undead Patron as my subclasses, but am not really sure where to start and where my levels should go into. Depending on which class I start with, what are some recommendations for usefulness and some things to watch out for? The DM I play with usually runs games that end between Lvls. 15-20.
Considering my own play style: for Paladin I would prefer Blessed Warrior, Defense or Dueling; Warlock being Pact of the Tome or Chain (am open to Hexblade). This character is most likely going to be a DEX/Finesse Paladin vs. STR.
The basic answer is the same for all Hexadins aiming for level 20: depends on what you really want out of your build. I should point out that you literally have to have STR 13 for the build to be legal, so if you want to lean into Dexterity, you probably want to be a Half-Elf, so you have an extra stat point floating around. You could probably do it with Mountain Dwarf, too, although I'm guessing less efficiently.
The magic stopping points are:
I ignored ASIs above, but levels 4 and 8 in either subclass is tempting to grab an ASI if you're already at L3. Always make sure you weigh your opportunity costs, though.
One question you need to answer is, do you want to be mostly Warlock or mostly Paladin? Which class is your "main"? Since Warlocks can opt out of Extra Attack by not taking the EA invocation, you have no built-in stopping point at L4 like the martial classes lend themselves to, and Warlocks don't interfere with spell slot progression on casters, so you have no extra incentive for taking an even number of Paladin levels. It's all about what you're after.