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General Tabletop Discussion
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Spell Fire Smiter. Ultimate Smite.
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<blockquote data-quote="Mephista" data-source="post: 9831402" data-attributes="member: 6786252"><p>Assuming 1 short rest... that's 7 spell slots a day reserved entirely for smiting. 9 with the free Divine Smite cast and warlock recharge. </p><p></p><p>Compare to single class paladin - 10 spell smites at level 9; the multiclass has more level 3 slots, admittedly, but no level 2 slots, and 1 less level 1 smite; the multi-class functionally has only 1d8 extra damage across the entire day from smites compared to a single classed paladin. Extra Attack vs True Strike is roughly a wash, mathematically, not counting any extra damage from a magical weapon. </p><p></p><p>The only real advantage the multiclass has is that you can nova two smites a round instead of spreading the damage out across the assumed 12 rounds of combat a day. It has the marked <em>disadvantage</em> of losing out on a feat, free mount, two aura effects, and the Abjure Foes Channel Divinity action. If you take Charger or Great Weapon Master, that shifts the damage potential per day in favor of the single-class paladin over the multi-class. </p><p></p><p>I'm uncertain what 3 eldritch invocations you'd take to offset that loss - I don't know what the the best options would be, maybe pick up Chain, take its upgrade, and perhaps Gaze of Two Minds? Repelling Blast on True Stike?</p><p></p><p></p><p>You want to save your spellslots for smiting, as that's the whole point of the build. Using it for Hex is a waste. If you got hex from another source (Shadowmoor Hexer comes to mind) that's one thing, but even that feels a waste. Warlock by default doesn't get CON saves and you're suggesting going into melee. Not a good combination. </p><p></p><p></p><p></p><p></p><p>In the end, I'd say the multiclass is viable to play, but fundamentally a one trick pony and utimately weaker than a pure paladin of equal level.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9831402, member: 6786252"] Assuming 1 short rest... that's 7 spell slots a day reserved entirely for smiting. 9 with the free Divine Smite cast and warlock recharge. Compare to single class paladin - 10 spell smites at level 9; the multiclass has more level 3 slots, admittedly, but no level 2 slots, and 1 less level 1 smite; the multi-class functionally has only 1d8 extra damage across the entire day from smites compared to a single classed paladin. Extra Attack vs True Strike is roughly a wash, mathematically, not counting any extra damage from a magical weapon. The only real advantage the multiclass has is that you can nova two smites a round instead of spreading the damage out across the assumed 12 rounds of combat a day. It has the marked [I]disadvantage[/I] of losing out on a feat, free mount, two aura effects, and the Abjure Foes Channel Divinity action. If you take Charger or Great Weapon Master, that shifts the damage potential per day in favor of the single-class paladin over the multi-class. I'm uncertain what 3 eldritch invocations you'd take to offset that loss - I don't know what the the best options would be, maybe pick up Chain, take its upgrade, and perhaps Gaze of Two Minds? Repelling Blast on True Stike? You want to save your spellslots for smiting, as that's the whole point of the build. Using it for Hex is a waste. If you got hex from another source (Shadowmoor Hexer comes to mind) that's one thing, but even that feels a waste. Warlock by default doesn't get CON saves and you're suggesting going into melee. Not a good combination. In the end, I'd say the multiclass is viable to play, but fundamentally a one trick pony and utimately weaker than a pure paladin of equal level. [/QUOTE]
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