agreenspan
First Post
3FTR/3WLK/6-11PLD is a great split.
Starting with Fighter 1 gives you proficiency to STR/CON saves, this means concentration. It also gives you a fighting style, +2DMG to 1 handers. By the time you get 3 all levels, you also get expanded crit range (19-20), second wind, and action surge.
The three levels of warlock gives you 2x lvl 2 pact spells slots, 2 cantrips, 2 invocations, and and 4 spells known, a patron and a pact. Flavor-wise Fey is pretty awesome since it works amazingly with Oath of the Ancients, but the Fiend's temporary hitpoints per kill is fantastic. Taking pact of the tome gives 3 non-warlock cantrips, the must haves are Guidance and Shilellagh. The must have invocation is Devil's Sight to pair with the Darkness spell.
At this point you can use a shield and quarterstaff with CHA being your stat for attack and damage. (13 STR is all you need to multiclass PLD and FTR, though you will take a penalty to movement in plate without 15 STR). Take the Polearm master feat and you will be able to attack with a 1d4+2+CHA as a bonus action. This gives you the benefits of two weapon fighting without having to take the fighting style or feat or give up a shield's AC (and you keep the dueling +2 bonus to dmg on your attacks). You are also able to cast spells with a quarterstaff (focus) in hand so you get some benefits normally reserved for warcaster. Additionally you get the ability to take a reaction attack when enemies get within 5 ft of you.
You can create your own magical darkness - centered on yourself - and see in it. Any combat inside this sphere against enemies which rely on sight gives the opponents disadvantage and you advantage. With the already expanded crit range, you now have a 19% crit chance.
Your pact magic and your action surge and second wind are all on a short rest timer.
Paladin gives you many awesome features. At level 2 you gain smite, spells and the other +1AC fighting style. You should now have 21 AC in non-magical plate/shield. Spells like bless, protection from good and evil, shield of faith and cure wounds are fantastic and can be cast from your warlock slots.
At lvl 3 you gain an oath which can be reasonably useful - I recommend ancients or vengeance (oathbreaker in non AL). Vengeance has the best spells and channel divinity: Hunter's Mark, Haste and Vow of Emnity, but Ancients gives you an aura reducing spell damage by half.
At lvl 4, raise CHA to 18. At 5 multiattack brings you to 3 attacks a round (5 with action surge). At 6 you get to add your CHA modifier to all your saves - CHA is a paramount stat, granting you attack, damage, saves, spell DC, pretty much everything. Other levels of note are 7, which brings a second oath ability and 11 which grants 1d8 damage to all attacks.
A couple notes about smites: Try to save them for your crits - the damage from them is doubled. You can expend your warlock pact magic slots on them.
Starting with Fighter 1 gives you proficiency to STR/CON saves, this means concentration. It also gives you a fighting style, +2DMG to 1 handers. By the time you get 3 all levels, you also get expanded crit range (19-20), second wind, and action surge.
The three levels of warlock gives you 2x lvl 2 pact spells slots, 2 cantrips, 2 invocations, and and 4 spells known, a patron and a pact. Flavor-wise Fey is pretty awesome since it works amazingly with Oath of the Ancients, but the Fiend's temporary hitpoints per kill is fantastic. Taking pact of the tome gives 3 non-warlock cantrips, the must haves are Guidance and Shilellagh. The must have invocation is Devil's Sight to pair with the Darkness spell.
At this point you can use a shield and quarterstaff with CHA being your stat for attack and damage. (13 STR is all you need to multiclass PLD and FTR, though you will take a penalty to movement in plate without 15 STR). Take the Polearm master feat and you will be able to attack with a 1d4+2+CHA as a bonus action. This gives you the benefits of two weapon fighting without having to take the fighting style or feat or give up a shield's AC (and you keep the dueling +2 bonus to dmg on your attacks). You are also able to cast spells with a quarterstaff (focus) in hand so you get some benefits normally reserved for warcaster. Additionally you get the ability to take a reaction attack when enemies get within 5 ft of you.
You can create your own magical darkness - centered on yourself - and see in it. Any combat inside this sphere against enemies which rely on sight gives the opponents disadvantage and you advantage. With the already expanded crit range, you now have a 19% crit chance.
Your pact magic and your action surge and second wind are all on a short rest timer.
Paladin gives you many awesome features. At level 2 you gain smite, spells and the other +1AC fighting style. You should now have 21 AC in non-magical plate/shield. Spells like bless, protection from good and evil, shield of faith and cure wounds are fantastic and can be cast from your warlock slots.
At lvl 3 you gain an oath which can be reasonably useful - I recommend ancients or vengeance (oathbreaker in non AL). Vengeance has the best spells and channel divinity: Hunter's Mark, Haste and Vow of Emnity, but Ancients gives you an aura reducing spell damage by half.
At lvl 4, raise CHA to 18. At 5 multiattack brings you to 3 attacks a round (5 with action surge). At 6 you get to add your CHA modifier to all your saves - CHA is a paramount stat, granting you attack, damage, saves, spell DC, pretty much everything. Other levels of note are 7, which brings a second oath ability and 11 which grants 1d8 damage to all attacks.
A couple notes about smites: Try to save them for your crits - the damage from them is doubled. You can expend your warlock pact magic slots on them.
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