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Curse of Strahd: Hexblade, Paladin or Both?
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<blockquote data-quote="TwoSix" data-source="post: 7546510" data-attributes="member: 205"><p>Don't go 2. CoS doesn't last long enough to see a Hexblade 3/Paladin X build get to full strength. By the time it really gets rolling, you'll be done with the adventure. </p><p></p><p>Is the glaive mostly flavor, or are you planning on taking polearm master? Polearm master is good, but the bonus action attack can conflict with getting up hunter's mark (if paladin) or hex (if warlock). And this type of build is absolutely feat starved, assuming you want Great Weapon Master at some point.</p><p></p><p>I would suggest two different approaches, as both Hexblade and Paladin are very viable.</p><p></p><p>Hexblade: Swap the Strength and Dex. (14 Dex + Medium Armor gives a decent AC for low levels, and you can start off with a shield as well.) Take Elven Accuracy at 4 to boost Cha to 18, and then GWM at 8. You have a party that's strong at range and has a lot of movement potential, have Agonizing Blast so you can be a super useful switch hitter. Whenever you can get advantage (with a monk, prone enemies should be common, plus darkness + devil's sight or shadow of moil later on), swap to the glaive and go to town with triple advantage. I played a Hexblade through the latter half of CoS, and it was insanely useful.</p><p></p><p>Paladin: I'd probably drop Cha to 16, Dex to 8, and boost Strength to 16. You already need a high strength for heavy armor, the benefits of taking Hexblade just to swap to Charisma for attack aren't there. Better to boost strength. Tough choice between Polearm master and GWM at 4, I'd probably lean towards GWM (as cleaves plus casting hunter's mark will fill up a lot of bonus actions, but the bonus attack is really nice once hunter's mark is up, so really up to you). Fill the feat at 8 with +2 Str or the other feat you didn't take at 4, depending on how the campaign plays out. </p><p></p><p>For a paladin, I might consider swapping to VHuman for the extra feat and drop Cha to 14, especially since you won't be the only schlub in the party without darkvision (thanks, Wizard!). But that's ultimately a roleplay call, it's pretty much impossible to not be strong playing a paladin.</p><p></p><p>With your party composition, I'd lean hexblade. The monk should be pushing for short rests along with you, and they benefit the wizard as well with arcane recovery. More rests = more hit die spending = cleric can nuke more, which is good for a light cleric.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7546510, member: 205"] Don't go 2. CoS doesn't last long enough to see a Hexblade 3/Paladin X build get to full strength. By the time it really gets rolling, you'll be done with the adventure. Is the glaive mostly flavor, or are you planning on taking polearm master? Polearm master is good, but the bonus action attack can conflict with getting up hunter's mark (if paladin) or hex (if warlock). And this type of build is absolutely feat starved, assuming you want Great Weapon Master at some point. I would suggest two different approaches, as both Hexblade and Paladin are very viable. Hexblade: Swap the Strength and Dex. (14 Dex + Medium Armor gives a decent AC for low levels, and you can start off with a shield as well.) Take Elven Accuracy at 4 to boost Cha to 18, and then GWM at 8. You have a party that's strong at range and has a lot of movement potential, have Agonizing Blast so you can be a super useful switch hitter. Whenever you can get advantage (with a monk, prone enemies should be common, plus darkness + devil's sight or shadow of moil later on), swap to the glaive and go to town with triple advantage. I played a Hexblade through the latter half of CoS, and it was insanely useful. Paladin: I'd probably drop Cha to 16, Dex to 8, and boost Strength to 16. You already need a high strength for heavy armor, the benefits of taking Hexblade just to swap to Charisma for attack aren't there. Better to boost strength. Tough choice between Polearm master and GWM at 4, I'd probably lean towards GWM (as cleaves plus casting hunter's mark will fill up a lot of bonus actions, but the bonus attack is really nice once hunter's mark is up, so really up to you). Fill the feat at 8 with +2 Str or the other feat you didn't take at 4, depending on how the campaign plays out. For a paladin, I might consider swapping to VHuman for the extra feat and drop Cha to 14, especially since you won't be the only schlub in the party without darkvision (thanks, Wizard!). But that's ultimately a roleplay call, it's pretty much impossible to not be strong playing a paladin. With your party composition, I'd lean hexblade. The monk should be pushing for short rests along with you, and they benefit the wizard as well with arcane recovery. More rests = more hit die spending = cleric can nuke more, which is good for a light cleric. [/QUOTE]
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