I really like Treachery. Too bad you can't choose between 2d10 or 20 if you have advantage. Nerfs Hold Person a bit.
What is the best moment to get Warlock lvl when starting as a Pal (i'm planning 3lvl dip)?
Right now i'm thinking about Pal2\Warlock1 (to get a ranged attack and other features ASAP) -> Pal6\Warlock1 -> Pal6\Warlock3
Is it viable or totally not worth it delaying 2nd attack for one lvl?
It will push your concentration checks into auto-save territory, so you can go into melee and keep those spells running regardless of the damage you take.
So I'm developing a human variant Devotion paladin, Protection Fighting Style. I'm basing him around Inspiring Leader, RES-CON, Aura of Vitality, Sanctuary, Aid, Beacon of Hope, Protection From Evil (self) and such.
What do y'all think should my stat development be, considering I don't think that STR is necessarily all that critical to me (despite what your guide says!)?
I reckon I should focus on CHA and CON. I can always employ Smites for when damage output is more urgent, but essentially keeping everyone else up in the fight for longer is the key, massively improved starting HP, healing throughout as necessary.
I'm currently 10th level, I'm looking for what you think my stats should be at 12th, 16th and 20th levels, and whether I am overlooking any critical spells or other aspects.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.