2/17/2024 0 Comments Tag cast hated each other![]() It's very gish, if not overly traditional on the Paladin mythos. Until 7th level, the minimum level you'll get a 2nd attack, you'll probably be wading into melee with SCAGtrips and a hard to take down Bless. 3) While eventually you'll get Paladin abilities, your party will see you rightly as the arcane caster for a good chunk of your early career. 2) It allows you to not need any strength (you won't be proficient in heavy armor, and you're not going to be swinging weapons until 3rd-ish level anyway), but instead can cruise on 14 Dex, allowing you to boost your Con instead. 1) It grants Con save proficiency something nice that you don't need to burn a feat on. But even then, it's giving up pretty significant paladin abilities.My preferred method, especially if picking up Sorcerer along the way, is to go Sorc 1/Hexblade 1/Paladin 1, then whatever blend of Paladin and Sorc you want (typically straight Paladin to 6). Being able to cast fireball, haste, blink, counterspell like that's a pretty big deal. I don't think a strong case can really be made for hexadin until 12, when they get 3rd level sorcerer spells. From what I hear a lot of tables aren't sticklers for that. Hexadin gets a huge boost if the DM doesn't care about casting components, as they'll have the shield spell. In return, it has more spell slots and access to the sorcerer spell list. The hexadin build is honestly only arguably better than straight paladin - it lags behind major milestones and it never gets the very strong paladin abilities at 7, 9, and 11. Level 12, paladin boosts their Cha to 18. They're now even on attack stats and +2 with their aura. Level 11, the hexadin finally gets their 2nd ASI and boosts their Cha to 20. Level 9, hexadin gets nothing in particular while the paladin gets 3rd level spells. They're +1 attacking, -1 protection aura while the hexadin takes their first level of sorcerer. ![]() No benefit in attack rolls, 1 level behind in paladin ability the only benefit is +1 to social rolls, hexblade's curse, and moderately better feat options to boost their main stat.Īt level 7, the hexadin comes "online." They now have +1 to their aura and the same attack stats. Hexadin is entirely behind through level 6. Hexadin gets extra attack while paladin gets aura of protection. ![]() Hexadin increases Cha at 5th, when paladin is getting extra attack. Paladin increases str at 4th with a half-feat of choice. It'd make for a slightly clunky start, but by level 2 they'd catch back up. If a character went paladin 1 hexblade 1, they could start 15 10 14 8 10 17. IMO, the strongest build using a hexblade dip is paladin 6 hexblade 1 sorcerer X.īut how much difference does it make? Well, assuming point buy, a standard paladin array (after racial modifiers) would be something like 17 10 14 8 8 16. This seems fairly powerful, but to what extent is it worth delaying things like high-level spells for? Or, to put it another way, how many Hexblade levels would you have to invest for that ability before you decide it's no longer worth it? I'm not trying to call anybody wrong, I just want a better sense for how good that specific feature is irrespective of the hype it gets.Įxactly right. If they are attacking with a weapon, it's probably with DEX, which is probably not +3, so it's more valuable to get CHA attacks early in that respect. However, those classes don't give Extra Attack natively (except Valor and Swords Bards, who also get medium armor anyway-Swords doesn't natively get shield proficiency though, which helps Hexblade's case), and they also are generally more likely to have something better to do with their action than a paladin, like casting control spells. On the other hand, the moment a Belt of Giant's Strength shows up, you can kinda throw a lot of the benefits out the window, because that item also solves paladin MAD.įrom the perspective of a bard or sorcerer, I would think the easier access to armor proficiencies is a huge selling point. Custom Lineage can speed up the timeline, if allowed. And that's only if you don't detour for something like GWM or PAM. At that point it's equivalent to having a +1 weapon until level 9 (Paladin 8), in which case it's a +2. Given how important Extra Attack and Aura of Protection are, this means a prospective Hexadin probably isn't taking the dip until sometime after Paladin 6. No point in taking the Hexblade level prior to then. I'm sure it's been done to death in other threads and I don't want to derail this one, so feel free to direct me elsewhere, but: how valuable is being able to attack with Charisma?įrom the perspective of a paladin, it's not super hard to start with +3 in both STR and CHA (assuming point buy), in which case you're probably looking to bump Charisma to +4 at level 4.
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