12/1/2022 0 Comments Paladin quickbuild![]() ![]() Turn 1: Twin Haste (to an ally), Hexblade's Curse, Attack (Divine Smite) Turn 2: Quicken Booming Blade, Attack (Divine Smite), Attack (Divine Smite), Attack (Divine Smite) Turn 3: Quicken Booming Blade, Attack (Divine Smite), Attack (Divine Smite), Attack (Divine Smite) Most of your Sorcerer spells can then be out of combat utility spells which will add a great deal of versatility for you. Every level means more spell slots which means more Quickens (via Font of Magic) and more Divine Smites. You'll have a lull before getting Metamagic, but once you do you can just start attacking three times each round with Quickened Booming Blade + 2 attacks. You won't get enough spell slots to divine smite, and Hexblade has poor power gains from 4-9 if you already have Extra Attacks. Find Greater Steed, Oath Feature, Improved Divine Smite. ![]() Quicken is great for comboing with any of your standard action buffs like Darkness/Haste, but also is fantastic for quickening out an attack cantrip like Booming Blade. This gives you a ton of more spell slots for Divine Smite (be sure to look up how multiclass spell slots work), as well as incredible incredible power with the Quicken and Twin metamagic. After this I'd go straight paladin or sorcerer. This will make you crit very often and allow you to Nova with Divine Smite and very likely kill whatever you are attacking immediately. Go to 3 Hexblade for Darkness/Devil's Sight combo and allowing your Pact Weapon to be two-handed as well. Paladin 13 is Find Greater Steed, and 4th level spells in general, several of which are quite good.įirst of all, go straight to 5 or 6 paladin once you get the 1 in hexblade. Paladin 11 is improved divine smite add an extra d8 to every weapon attack. ![]() Paladin 10 is aura of courage (nearly every high level monster has frightful presence, often with absurd DCs like 21 that your party will still have a 50-50 chance of failing even with a paladin aura). I do think there are a cluster of very strong abilities around levels 10-13 for paladin. I saw someone analyze this recently and come to the conclusion that 5 Hexblade 15 paladin was reasonable split (enough hexblade to grab the ASI at level 4, eldritch smite for when you want to knock a flying dragon prone, and Counterspell, whereas according to them there weren't a lot of 4th level warlock spells that a weapon user would want). If you want to use a two-handed weapon with CHA, it's less obvious (need 3 hexblade for that, but that means missing out on the 30 foot paladin aura at paladin 18). 1 hexblade if you want to use a one-handed weapon and don't care about eldritch blast.Ģ hexblade if you care about eldritch blast. ![]()
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