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D&D 5E Paladin/Fighter/Rogue Build

SullyGamer

First Post
EDIT: Fundamentally flawed, will replace later.

Edit 2: You can find the updated version here:http://www.enworld.org/forum/showthread.php?368127-Paladin-Fighter-Rogue-Part-Deux!

I have a 5e concept for a front-line warrior character stressing battle field control with balanced AC and damage and I'd greatly appreciate any feedback. The character concept is leader/talker for the party and a do what it takes to protect people servant of Helm.

Total Class Levels: Fighter 15, Paladin 4, Rogue 1
In order of progression: Paladin 2, Fighter 4 (Battle Master), Rogue 1, Paladin 1 (Oath of Vengeance), Fighter 11, Paladin 1

Key Features:
  • Human for extra feat (Sentinel) and swap first ability increase for feat (Dual Wielder)
  • Fights with 1h/shield until 5th level, then switches to 1h/whip for reach.
  • Can use Sneak Attack and can trip opponents within 10’ with whip.
  • Can make an Opportunity Attack within 10’ or if the opponent uses Disengage or if they attack someone else, within 5’, can attack, turning their movement to zero if hits.
  • Supported by first level Paladin Spells and Combat Maneuvers, notably goading attack and trip attack early on.
  • Has decent AC and attack with potential for some good damage output.
  • Extra spell slots at higher level can fuel divine smite for more damage

Questions:
  1. Do you think the one level of rogue over Paladin is worth it for the 1d6 sneak attack? It gives up Hold Person and Misty Step paladin spells? Or would another level of fighter and thus an ability increase or feat make more sense?
  2. Does the order I selected maneuvers make sense?
  3. Is delaying the +str ability bump for savage attack a good idea?
  4. Did I make some glaring error?

Summary 1-20

Level 1 (Paladin 1)
Stats: Str 16 (3), Dex 13 (1), Con 12(1), Int 8(-1), W 10 (0), Cha 14(2)
AC: 18 (chain + shield)
Prof: +2
Skills Profs: Survival (Human), Perception (Paladin), Persuasion (Paladin), Athletics (Soldier), Intimidation (Soldier)
Feat: Sentinel
Special: Lay Hands, Divine Sense
ATK/Damage: +5/1d8+3

Level 2 (Paladin 2)
AC: 19 (chain + shield+ Defense Fighting Style)
Fighting Style: Defensive
Paladin Spells Prepared: Bless, Compelled Duel, Shield of Faith
Spell Slots: 2 first lvl
Special: Divine Smite (2d8 radiant/spell slot + more damage at higher spell slots)

Level 3 (Fighter 1)
AC: 21 (Plate + shield + Defense Fighting Style)
Fighting Style: Two-Weapon Fighting
Spell Slots: 2 1st lvl
Special: Second Wind

Level 4 (Fighter 2)
Spell Slots: 2 (assuming the min is 2 per the multiclass chart. The whole round-down and fractions of classes doesn't work here)
Special: Action Surge

Level 5 (Fighter 3)
Prof: +3
Martial Archetype: Battle Master 4x d8
Maneuvers: Goading Attack, Trip Attack, Sweeping Attack
Tool Prof: Smith
Spell Slots: 3 1st lvl
Special: Extra Attack
ATK/Damage: Two +6/1d8+3

Level 6 (Fighter 4)
AC: 20 (Plate + Defense fighting style + Dual Wielding)
Feat in lieu of Ability Score: Dual Wielding
Spell Slots: 3 1st lvl
ATK/Damage: Two +6/1d8+3, One +6 1d4+3 with reach

Level 7 (Rogue 1)
Tool Prof: Thieves Tools
Skill Prof: Deception (or possibly Investigation, if the party needed it)
Spell Slots: 3 first lvl
Special: Sneak attack +1d6, Thieves Cant, Expertise (Intimidation, Perception)
ATK/Dam: Two +6/1d8+3, One +6 1d4+3 with reach +1d6 sneak attack if applicable

Level 8 (Paladin 3)
Sacred Oath: Oath of Vengeance
Special: Divine Health, Abjure Enemy, and Vow of Enmity
Additional Prepared Spells: +Bane and Hunter’s Mark
Spells Slots: 3 first lvl (Still three by the round down rule: Paladin level equals 3/2, thus 1, and fighter/rogue is 5/3, or 1, for a total of 2nd level spell slots).

Level 9 (Fighter 5)
Prof: +4
ATK/Dam: Two +7/1d8+3, One +7 1d4+3 with reach +1d6 sneak attack if applicable
Spells Slots: 4 first level and 2 second level

Level 10 (Fighter 6)
Feat in lieu of Ability Increase: Savage Attack

Level 11 (Fighter 7)
Maneuvers: Riposte, Precision Attack
Special: Know Your Enemy, Bonus Superiority die (5x d8)

Level 12 (Fighter 8)
Ability Score Improvement: +2 strength, now 18 (4)
Spells Slots: 4 first level and 3 second level
ATK/Dam: Two +8/1d8+4, One +8 1d4+4 with reach +1d6 sneak attack if applicable

Level 13 (Fighter 9)
Prof: +5
Special: Indomitable
ATK/Dam: Two +9/1d8+4, One +9 1d4+4 with reach +1d6 sneak attack if applicable

Level 14 (Fighter 10)
Fighting Style: Dueling (if being disarmed has been a problem) or Archery (if I’d had to do that much)
Maneuvers: Disarming Attack, Maneuvering Attack
Special: Improved Combat Superiority (superiority dice now d10 for 5x d10)

Level 15 (Fighter 11)
Special: Extra Attack (2)
Spells Slots: 4 first level, 3 second level, and 2 third level
ATK/Dam: Three +9/1d8+5, One +9 1d4+5 with reach +1d6 sneak attack if applicable

Level 16 (Fighter 12)
Ability Score Improvement: +2 strength, now 20 (5)
ATK/Dam: Two +8/1d8+5, One +8 1d4+5 with reach +1d6 sneak attack if applicable

Level 17 (Fighter 13)
Prof: +6
Special: Indomitable x2
ATK/Dam: Three +10/1d8+5, One +10 1d4+5 with reach +1d6 sneak attack if applicable

Level 18 (Fighter 14)
Ability Score Improvement: +2 charisma, now 16(3)
Paladin prepared Spells: +Searing Smite or Thunderous Smite
Spells Slots: 4 first level, 3 second level, and 3 third level

Level 19 (Fighter 15)
Maneuvers: Pushing Attack, Distracting Strike
Special: Superiority Dice (6x d10), Relentless

Level 20 (Paladin 4)
Feat in lieu of Ability Increase: Alert
Paladin Prepared Spells: +Searing Smite or Thunderous Smite
Spells Slots: 4 first level, 3 second level, 3 third level, and 1 fourth level
 
Last edited:

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Gpyh

First Post
I don't see the point of picking up Sneak Attack as you can only use it once per turn. Dual Wielding and the Fighter class in general makes you attack several times. Getting a stat boost would be much better. I wouldn't neglect spells either actually.
Anyway, I just wanted to state this. You seem to have put a lot of thought into this, so great job. I would not review it as a whole since I still lack experience with 5E.
 

sithramir

First Post
Level 5 (Fighter 3)
Prof: +3
Martial Archetype: Battle Master 4x d8
Maneuvers: Goading Attack, Trip Attack, Sweeping Attack
Tool Prof: Smith
Spell Slots: 3 1st lvl
Special: Extra Attack
ATK/Damage: Two +6/1d8+3

Your spell slots went up for some reason. You do not count fighter levels as spell levels for multi-classing.

How did you get extra attack? It only comes at level 5 of fighter or paladin (not total level 5).

Nothing changes for level 6 either. You wouldn't get either of the above.

Level 7 (Rogue 1)
Tool Prof: Thieves Tools
Skill Prof: Deception (or possibly Investigation, if the party needed it)
Spell Slots: 3 first lvl
Special: Sneak attack +1d6, Thieves Cant, Expertise (Intimidation, Perception)
ATK/Dam: Two +6/1d8+3, One +6 1d4+3 with reach +1d6 sneak attack if applicable

Go fighter instead! You get extra attack for real. Totally worth that over sneak attack. If you are going to invest in rogue somehow get 2 levels. Cunning action = woot woot

Level 8 (Paladin 3)
Sacred Oath: Oath of Vengeance
Special: Divine Health, Abjure Enemy, and Vow of Enmity
Additional Prepared Spells: +Bane and Hunter’s Mark
Spells Slots: 3 first lvl (Still three by the round down rule: Paladin level equals 3/2, thus 1, and fighter/rogue is 5/3, or 1, for a total of 2nd level spell slots).

Level 9 (Fighter 5)
Prof: +4
ATK/Dam: Two +7/1d8+3, One +7 1d4+3 with reach +1d6 sneak attack if applicable
Spells Slots: 4 first level and 2 second level

Again. You do not use multi-class rules for rogue or fighter without spellcasting. You WOULD if you were using Arcane Trickster or Eldritch Knight but ONLY once you have spellcasting from them at level 3 of that class. So you still are only a paladin level 3 with 3 spell slots of 1st lvl.

I would suggest that you take rogue out and add a paladin to get 2nd level spells for smites sooner than later. Also probably worth getting to level 6 for the paladin Aura of Protection which is NICE.

Hope this somehow helps.
 


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