Nameless Hero
First Post
Hello all. I have been playing adventurer’s league since season one with this character, and he has finally reached level 16. As happy as I am to tear through encounters with him, I am somewhat torn as to what to do with him from here on out. So I thought i’d come to the pros on how to better optimize this character. Where do you guys think I should go from here?
Gilgamesh, King of Heroes
Total levels: 16
Paladin (9) / Warlock (4) / Fighter (3)
Variant Human, Noble, Lawful Evil
Str- 16 (+3)
Dex- 10 (+0)
Con- 13 (+1)
Int- 8 (-1)
Wis- 10 (+0)
Cha- 16 (+3)
Items Attuned: Belt of Hill Giant Strength, Ring of Protection, Hazirawn
Level 1- Paladin→ Feat: Great Weapon Master
Level 2- Warlock→ Fiend patron for Dark one’s Blessing
Level 3- Warlock→ Invocations: Devil’s Sight, Agonizing Blast
Level 4- Paladin→ Protection fighting style
Level 5- Warlock→ rechargeable second level spell slots, Pact of the Tome. (replace Agonizing blast invocation for Book of Ancient Secrets to get owl familiar)
The owl familiar might seem weird but it is actually very useful to gain advantage in combat. Basically, every round have the owl flies in and grants the help action to you or an ally, then it flies out. Since owls have flyby, it doesn’t provoke when it leaves the enemies reach.
Level 6- Paladin→ Oath of vengeance
Vow of enmity is also a great way to gain advantage. On the other hand, I don’t think i've ever used abjure enemy.
Level 7- Paladin→ Feat: Warcaster
The reason I took warcaster here was because I often ended up being the one in the party to cast Bless. I didn’t want it to go down in the middle of a tough fight. I also reasoned that when I pick up Haste, I’ll be better off at not losing concentration. In hindsight i kinda wish I took mounted combat.
Level 8- Paladin→ Extra attack
Level 9- Paladin→ Aura of protection
Level 10- Paladin→ Relentless Avenger
I really never found this feature useful, since most of the time I was on my mount. As i'm reading it, only lets you move yourself, not your mount.
Level 11- Paladin→ ASI +2 CHA
Here I decided not to bump Str since I knew I was gonna get the Belt of Hill Giant Strength.
Level 12- Paladin→ Picked up 3rd level spell slots (hehe better smites) and the domain spell haste. Here I went in a different direction with the character. I wanted more attacks per round; so I decided to multiclass into fighter, intending to go battlemaster for riposte.
Level 13 - Fighter→ Great Weapon Fighting Fighting style, Second wind.
Why choose between fighting styles when you can simply have both? Second wind is subpar in this build.
Level 14- Fighter → ACTION SURGE. So awesome because it even triggers another extra attack!
Level 15- Fighter→ Battlemaster
Maneuvers: Menacing attack, Precision attack, Riposte.
Precision attack to offset great weapon mastery. Riposte to get another attack (and more smites) per round, and Menacing attack to throw on top of those crits!
Level 16- Warlock→ Here I took the ASI +2 to CHA again. With aura of protection this gives a +5 to all of my saves and any ally that is within 10ft. That is simply nuts.
Spells: This is the collection of spells I know/and or usually keep prepared.
Cantrips: Eldritch Blast, Guidance, Mending, Prestidigitation, Vicious Mockery
1st level (4): Bless, Cure wounds, Bane, Hunter’s Mark, Hex
2nd level (3 paladin) Find steed, Aid, Zone of truth, Hold person, Misty step
(2 warlock): Scorching Ray, Darkness, Suggestion
3rd level (2): Haste, Protection from Energy, Revivify, Aura of Vitality, Dispel Magic
Pact of the tome ritual book: Identify, Detect Magic, Alarm, Find familiar, Comprehend Languages
Final stat array:
Str- 21 (+5)
Dex-10 (+0)
Con- 13 (+1)
Int- 8 (-1)
Wis- 10 (+0)
Cha- 20 (+5)
And this is where I’m stuck. There are several directions to take the character for the last few levels. I know I want to go paladin 11 for improved divine smite; But I am uncertain if I want to go paladin 12. Mainly because I’m flirting with the idea of taking a 5th level in warlock. This would give me rechargeable 3rd level spell slots, for more castings of haste per day. Not to mention stronger and more consistent smites. But is that better than an ASI or feat? I’d really like to take mounted combat, as I’ve come to believe it is a must for paladins.
I also feel as though my character is a little fragile. I have a 20 AC and a mount that disengages, but sometimes that breath weapon really kills. In my party we have an inspiring leader and I regularly cast Aid so that helps offset the damage; but a few more hitpoints couldn’t hurt.
I’d like to squeeze the lucky feat in there somewhere, but i’m not sure if there is room.
Anyway, What do you guys think? Any thoughts or ideas would be appreciated.
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