Technically, you could use a Lance with one level of Hexblade and GWM. Don't think you can use it with PAM though.
I knew it was one but not the otherLance doesn't work with GWM as it doesn't have "Heavy" property. It works with PAM though as it has "Reach".
Lance doesn't work with GWM as it doesn't have "Heavy" property. It works with PAM though as it has "Reach".
PAM has a specific list of weapons. Some don't have reach like the quarterstaff and the spear (added in errata). Other weapons like the lance and the whip that have reach aren't on the list.
Benny89, it seems a bit unwieldy to break down all the spots where you could've done a better analysis in your posts, so i'll post an optimal Half-Elf Hexadin from scratch instead.
Half-Elf standard pointbuy
15 10 16 8 8 17
Takes PAM, Elven Accuracy (+1 CHA), and CHA+2 with its ASIs. Dueling Fighting Style. Single level of Hexblade dipped somewhere before Paladin 11, can afford to take more after the third ASI.
At 13 looks like:
15 10 16 8 8 20
CON saves aren't the best they could be (on a VHuman STR Paladin they'll be +10 or +11), but at +8 it'll pass standard Concentration checks 95% of the time and a ring/cloak of protection provides a quick fix for 100% there. If it gets to 17 it'll want to take War Caster, anyway.
Weapon is Quarterstaff or Spear used alongside a shield. Paired with Dueling FS, is better DPR than PAM+GWM+Glaive set ups. Also, wears Plate.
Basically, your assumption of what would be the best Half-Elf Hexadin is mistaken. 15 STR is very much a good idea and gives you a better array for higher starting CON, and you can use PAM with 1-handed weapons so it keeps # of attacks parity with STR builds.
ED: This is for maximum DPR, but in truth you'd want to grab War Caster as the second or third ASI for Shield casting and reaction Booming Blade attacks, which synergize with 1h PAM use and Relentless Avenger mobility. Also completely takes care of the Concentration issue.
Secondly. +8 to CON saves might be enough for standard normal attacks. However there are enemies doing a lot different kinds of attacks, like poison etc. which on fail save can deal easly 30+ damage + attack if DM get good dices. When you use Haste you don't want to make assumption "I should succeed on most CONC saves" as all it takes is one fail for you to end up potentially dead. You want to make sure you will succeed every CONC save (or at least as much as possible).
I am sorry but I get expression that most people who say that RES (CON) is skippable on Vengeance Paladin mostly never played one and don't realize how easy is to fail a save especially if there are a lot of multi attack enemies. Damage doesn't have to be big, but you can still fail. And one haste fail and if DM is not playing easy-mode - you can easly die.
Quater Stuff + Shield is better DPR than PAM + GWN + Glaive? What?
1k6 + 2 + 5 + 1k8 (if we have Improved Smite) x 3 (Let's say we have haste on) + 1k4 + 2 +5 + 1k8 is 45 + 14 = average 59 per turn.
1k10 + 10 + 1k8 + 5 x 3 + 1k4 + 10 + 1k8 + 5 is 75 + 22 = avereage 97 per turn. That is almost 40 dmg difference.
Hell, we could not use Haste and use Bless intead to off set GWM moer and it still would be better DPR:
2x 25 + 22 = 50 + 22 = 72 vs 59 of Quaterstaff + Shield.
Even 3k8 Smite won't compensate on Average with + 10 of GWM.
This is just wrong.
I disagreee. I don't see a reason for Half-Elf to take PAM without GWM. That is totally useless.
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In my opinion your assumption is bad in the moment you suggest for Vengeance Paladin to take PAM without GWM. With VoE (and even with Half-Elf and their Accuracy) it's just waste of talent potential.
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This is just wrong.