Paladin Multiclass Tier List | D&D 5E | The Dungeon

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Published 2022-04-24
Today we look at the Paladin Multi-class Tiers, and see some of the best (and worst) multi-classes in the game.

All Comments (15)
  • @Vagran
    Had to pop back in after the full listen. You did a fine job highlighting the upsides of a Sorcerer combo. Quick casting anything using the bonus action and having your attack action available can lead to some really fun gameplay.
  • Currently playing a level 9 (5 hex warlock/4 conquest paladin) with a maxed 20 charisma....even before getting that 6th level pally at level 11 I'm sitting there dealing an average of about 50dmg on my turn without doing anything super extra. gotta say though the most satisfying thing is the fact I can cast darkness and fly which has saved the party from a TPK on several occasions as I blind the enemy with darkness and them either jump out of the tower and fly or have the bard enlarge me then grab some of the party and fly off before the enemy realizes what's going on. This was extraordinarily effective in the Strahd Campaign against the revanents when we set off a trap and got stuck on both sides. I grabbed the other PC stuck with me and Jumped out of the window. The DM was pretty shocked but in the end the escape was rewarded! I love it!
  • Great video. I agree with most everything you had to say. And I will confirm the Pali/DivSorc/Hexblade is an amazing combo. Played it twice and it felt incredibly strong both times.
  • @jugglejunk
    I feel like you sort of under sold Paladin/Rogue, because those crits certainly make it better and I think it mostly depends on how set it up. If you look at the mount and blade co-op episode from the D4 network and replace 7 lvls of that Centaur Rogue Sentinel build with Paladin you'll see that there are a lot of great synergies. Having a rider with Mounted Combatent gives you 2 sneak attacks per round, evasion, less concern for armor class and you'll have an easier time sneaking/not messing everything up for your party members by clanking around. This is how I'd imagine her: Agramia (Mia for short) Wildrunner aspires to be just like her comic book hero Zentorro (centaur Zorro. If you think about it with him being a charismatic noble by day, dashing scoundrel that helps the poor and oppressed by night. Zorro is a bit of a Paladin/Rogue) since she is a Centaur and likes to run on the plains I figured that Oath of the Ancients fits her quite nicely, give her a nice bubbly cheerful happy go lucky personality. She understands that while laws are important they are only as good as the people that implement them and under a tyrant, there is no need to adhere to them that much. (showing a bit more of the rogue~ish side. So she is certainly not Lawful stupid) for her equipment she has a rapier, a whip (like Zentorro, also gives her reach and you can still sneak attack and smite through it) a shield, 2 short swords, 4 daggers, a quiver with 15 javelins and a quiver of arrows and a shortbow. depending on what she does and on whether or not her Mark of Healing Halfling AG Barbarian/Clockwork Soul Sorcerer buddy is riding on her she uses a different kit. If her buddy is riding her it is rapier and/or whip (depending on if she has picked up dual wielding yet) or the swordshords or dagger (mostly for throwing if you otherwise can't reach), If she doesn't have her buddy to have her back she switches to rapier and shield, if she doesn't have her buddy and can't reach or shouldn't melee with the threat she will use shield and javelin and if she's hunting for food bow and arrow. (mostly just flavor though) Of course for the Rogue lvls she's going Swashbuckler right around the time that they are going sailing (to find her sea legs and it fits with the Zentorro fangirl thing) up to lvls 5, because the lvl 7 feature is covered by her buddy. (I would of course hope that the DM would give out Horseshoes of speed, because if you combine that with Cunning action dash nothing will be out of her reach and her much slower buddy has a battle taxi) 😁😁😁
  • @TheRobversion1
    Agreed on your take that what defines a build is not how many levels you've taken in a class but which abilities are part of your core tactics. i could have only 2 levels of paladin but if my main tactic is going into melee with armor to smite then i'm a paladin. for example, my own smiter build just took 2 levels of paladin and is not planning to take alot more. here's a level 10 theorycraft with my typical tactics on round 1: 2 paladin, rune knight 4, grave cleric 4 bonus action: thunderous smite/giant's might action: path to the grave the bbeg action surge: crusher booming blade with a 3rd level smite the target to the air. pushing attack (via superior technique fighting style) further into the air. if they fail the save, thunderous smite pushes them further, then they take falling dmg and fall prone. add in fire rune for more dmg and possibly restrained + fire DOT. further rounds is just more of the whole thunderous smite + crusher into the air booming blade with divine smite tactics. so it plays like a paladin. when i played it, i just took 4 more levels of grave cleric and ended with 2 levels of paladin (picking up oath of conquest for guided strike) + asi; finishing the campaign at level 16.
  • @Vagran
    Reserving a comment for after I listen to this bad boy at work come monday. I've been looking forward to this as Paladins are a fantastic class. The Paladin chasis is great. Access to decent AC, damage dealing and some decent support and heals. Then layer on top of that all of the fantastic subclass options.
  • @tatsukinomiya
    I didn't hear about this inside of the video but what would be the build for an Oathbreaker Phantom Rogue?
  • @thomasgomer
    As always, fantastic work. I really enjoyed your take on the sorcerer vs warlock. I'm about to play in a new campaign as a bugbear paladin and I'm not afraid to multiclass. I'd probably just have to figure out a good way to RP it in. Thanks for all the insight.
  • @TheRobversion1
    paladins are one of the hardest to multiclass (assuming it's the main class and not just a dip) due to the double ability score requirement and it's inclination to be melee. with that said there are classes that are a great fit with it and there are others that's almost impossible as you'd have to dump con. here's my own take: good: warlocks, sorcerers, fighters, barbs, bards meh: artificers, wizards, rogues, clerics, druids (only if no metal restrictions) no, just no: monk, rangers, druids (if with metal restrictions) 1 of the best subclasses imo to dip for a paladin main is hexblade as it aligns your attack stat with your cast/features stat. sorcs, especially divine/wild allow you to gish better as a paladin as not only do their increase your spell slot progression faster but allows you to use your bonus action for spells via quickened spell.
  • @casualt7425
    i'm going to be starting a tyranny of dragons soon as the party healer. i'm thinking of going oath of devotion 6/ divine soul sorcerer 10. do you think that'll be enough healing? i'm not planning on being overly smitey and there will be another character with a little healing.
  • @kilo3989
    "I've played a lot of DnD, but it's not like I've played every combination there is..." Okay, but why do I want to see a campaign that's ostensibly a series of one-shots, where each session the characters are a different race/class combo and are one level up from where they were the previous session? Claim it's a capricious god's idea of the afterlife, claim it's a mad wizard's idea of a fun gladiatorial event, but like every time the players and DM get together, your character's background and personality are shunted into another character sheet, and you get to play in that space for a while.