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D&D (2024) Avenger of The Silver Flame build

Well you mentioned skill warlock can also get them and guidance at level 2.

Downside of multiclasding is missing out on that 2nd attack. Or feat at 4th with 2/2 split. And being a dual wielder you can't afford that split early on.

Mechanically Paladin 5/Warlock 2 for example is fine. So is Pal6/rogue 1.

Mechanically you can't really make them work early though. At beat you're looking at 2 attacks a round at 5 with a 2/3split vs a mono class 4. That's a big hit.

Single big attack eg eg 2/rogue xyz or building around true strike sucking from 4 to 7 not my cup of tea.

4 paladin/rogue 1 won't be ideal but not a train wreck. 3 attacks with divine power, hunters mark or smites as options

Something has to give though.
The split character just has to rely more on spell slots and such, but they work just fine. In my extensive experience playing such characters.
 

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Does conflict with your stated desire to dual wield though.

Dual wielding good again after 25 years.
Not really. Not having extra attack is one less attack, whether you are dual wielding or not.

Dual Weilding, sneak attack, smite, and actually good spells (smite is still a trash use of a slot outside of crits), make up the difference just fine.
 

Not really. Not having extra attack is one less attack, whether you are dual wielding or not.

Dual Weilding, sneak attack, smite, and actually good spells (smite is still a trash use of a slot outside of crits), make up the difference just fine.

It's more what your adding on to each attack eg magic weapon and sneak attack, true strike, divibe favor, hunters mark etc.

Seen the Paladin level 10 or 11 ability? That's on top of everything else we're talking about.

Right skills you can craft your own weapons. Pair of vicious daggers on top of everything else.
 

It's more what your adding on to each attack eg magic weapon and sneak attack, true strike, divibe favor, hunters mark etc.

Seen the Paladin level 10 or 11 ability? That's on top of everything else we're talking about.

Right skills you can craft your own weapons. Pair of vicious daggers on top of everything else.
Smithy in your Bastion gets you armament magic item crafting, too.

But yeah if I wanted to just be a blender ASAP I’d go monk so the daggers are d6 or better and I get two BA unarmed strikes. For this build the Paladin levels aren’t there to make me a front liner, but to provide divine spells, divine sense, and eventually the vengeance abilities, etc. Extra Attack is a bonus.

If there was a divine rogue or monk subclass I’d just go with that tbh.
 

Smithy in your Bastion gets you armament magic item crafting, too.

But yeah if I wanted to just be a blender ASAP I’d go monk so the daggers are d6 or better and I get two BA unarmed strikes. For this build the Paladin levels aren’t there to make me a front liner, but to provide divine spells, divine sense, and eventually the vengeance abilities, etc. Extra Attack is a bonus.

If there was a divine rogue or monk subclass I’d just go with that tbh.

From the sounds of it 2 levels of Paladin rogue XYZ. Arcane trickster for more spells, human magic initiate wizard for mage armor and possibly magic initiate cleric.

If you played such a character my games you woukd get rewarded via magic items lol. Flametongue level 5 or 6, two +1 daggers 1-4 1 very rare later tier 2. Something like that.

Vicious daggers may turn up 5 levels earlier than say a great sword.
 

From the sounds of it 2 levels of Paladin rogue XYZ. Arcane trickster for more spells, human magic initiate wizard for mage armor and possibly magic initiate cleric.

If you played such a character my games you woukd get rewarded via magic items lol. Flametongue level 5 or 6, two +1 daggers 1-4 1 very rare later tier 2. Something like that.

Vicious daggers may turn up 5 levels earlier than say a great sword.
That could work for sure. I considered Assassin Rogue but eh.
 

That could work for sure. I considered Assassin Rogue but eh.

Well from tbe sounds of it it ticks a lit of your boxes, works well enough and paladin dip could even be reduced to 1 and you use true strike.

Falling behind on a single d6 won't matter with eventually 3 attacks plus riders.

Not ideal but good enough. By level 7 you're looking at 1d4+4base 2 or 3 attacks sneak attacks, smites etc.

Main issue is probably bonus actions and what to use when. You could have dual wield, aim, divine favor, smite, dash, withdraw etc depending on the situation.

New jump spells even more mobility.

Warlock 2/rogue XYZ if you're not locked into dual wielding.
 

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