mgrinshpon
First Post
I've been toying around with a Paladin/Bard mutliclass character in a campaign and found him to be shockingly effective. The Paladin/Bard is a jack of all trades of the highest caliber. He can diplomacy, he can fight, he can tank, he can heal, and he can buff. He trades off some early level efficacy for a mid to late-game punch.
Most optimal design I've come up with thus far:
I chose the Oath of Devotion for my Paladin because of the Sacred Weapon: getting +5 to my to-hit brings my level 10 to-hit up to +13 assuming no magical bonuses. The Lesser Restoration also seems like a great way to save on a known spell slot.
Thoughts?
Most optimal design I've come up with thus far:
- Level 1: Half Elf Paladin 1. Using a 27 point buy and getting 15/10/13/8/12/14 gives you, post-Half-Elf bonuses, 16/10/14/8/12/16. Right now, you're a quite powerful Paladin with a solid 6 skill proficiencies.
- Level 2: Paladin 1/Bard 1. You get an extra skill. Jack of All Trades boosts otherwise lackluster initiative.
- Level 4: Paladin 1/Bard 3 (College of Lore). Expertise in Athletics makes you a knockdown/grapple/control machine. Bardic Inspiration and Cutting Words further adds to your battlefield control. Skilled gives you an additional skill proficiencies.
- Level 7: Paladin 4/Bard 3: You're worse than a regular fighter in pure damage but you support pretty well. 18 strength and Great Weapon Fighting is enough to deal some serious damage. Bardic Inspiration is a solid way to use bonus actions.
- Level 9: Paladin 6/Bard 3: Extra attack and divine smite means your athletics knockdown is a real opportunity for you to crit on an attack, smacking them with 10d8 of Divine Smite. You and creatures near you get your Charisma bonus to their saving throws.
- Level 10+: Increase bard until you're done. Get a Charisma bonus at this level if you didn't at level 7.
- Level 12: Solid spell pickups here are Shield, boosting AC up to a staggering 23 with full plate, and Haste.
I chose the Oath of Devotion for my Paladin because of the Sacred Weapon: getting +5 to my to-hit brings my level 10 to-hit up to +13 assuming no magical bonuses. The Lesser Restoration also seems like a great way to save on a known spell slot.
Thoughts?