Paladin of War
Added 2024-07-06 15:00:11 +0000 UTCPaladin/War Cleric
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Paladin
Subclass: Oath of Vengeance
Note: Any subclass works great, comes down to personal preference for this build
- +3 Lay on Hands Charges
- +1 Channel Oath Charges
- Lay on Hands
Heal a creature 2xLVL, 4xLVL, or Cure of all Diseases and Poisons
- Inquisitor’s Might (Channel Oath)
You or an ally’s weapon attacks deal additional Radiant Damage equal to CHA Modifier
Can Daze enemies for 1 turn
Dazed
Disadvantage on Wisdom Saving Throws
Can’t take Reactions
Loses DEX Bonus to AC
- Divine Sense (Short Rest)
Gain Advantage on Attack Rolls against Celestials, Fiends, and Undead for 2 turns
Race: Any
Background: Any
Skills: Any
Stats:
STR = 17 (or 8 if you want to abuse Potions of Hill Giant STR)
DEX = 10
CON = 14
INT = 8
WIS = 15
CHA = 10
--------------------LEVEL 2--------------------
Paladin 2
- +2 Level 1 Spell Slots
- Divine Smite
+2d8 Radiant Damage
Extra +1d8 Radiant Damage to Fiends and Undead
+1d8 Radiant Damage per upcast (Capped at 5d8)
Can be activated when you land a Melee Weapon Attack
Choose Spell Slot to expend
Does not expend Spell Slot on miss
Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die with a 2-handed weapon, reroll once
Prepared Spells: Any
Note: You will have low Spell Save DC with 10 CHA for Paladin spells. This is not a big deal, but something to note. Don’t put to much merit into the spells here. The standard Divine Smite is not affected by this
--------------------LEVEL 3--------------------
Multiclass: Cleric
Subclass: War Domain
- +1 Level 1 Spell Slot
- +3 War Priest Extra Attack Charges
- War Priest
Use a Bonus Action & War Priest Charge to make a Weapon Attack
- Divine Favour (Always Prepared)
+1d4 Radiant Damage on Weapon Attacks
- Shield of Faith (Always Prepared)
+2 AC
Cantrips:
- Guidance (Concentration)
+1d4 Ability Checks
- Thaumaturgy
Advantage on Intimidation Checks
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Prepared Spells:
- Command
Command a creature to flee, move closer, stop, drop their weapon, or fall prone
+1 target per upcast
- Guiding Bolt
4d6 Radiant Damage
Guiding Bolt (WIS Save)
Next Attack Roll against creatures has Advantage
+1d6 per upcast
- Inflict Wounds
3d10 Necrotic Damage
+1d10 per upcast
--------------------LEVEL 4--------------------
Paladin 3
- Divine Health
Immunity to Disease
- Vow of Enmity
Gain Advantage on Attack Rolls
Can be cast on yourself
- Abjure Enemy
Frighten enemy
Target is Slowed on failed Frighten
Cannot move
Disadvantage on Attack Rolls and Ability Checks
- Hunter’s Mark (Always Prepared)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
- Bane (Always Prepared)
Targets recieve -1d4 penalty to Attack Rolls and Saving Throws
+1 target per upcast
--------------------LEVEL 5--------------------
Paladin 4
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- +1 Lay on Hands Charge
Feat: Great Weapon Master
Note: Acquire the Hag’s Hair to raise STR to 18 around this time if you haven’t done so already. This is optional but is highly recommended
--------------------LEVEL 6--------------------
Paladin 5
- Extra Attack
- Hold Person (Always Prepared)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
- Misty Step (Always Prepared)
Teleport to an open space within 18m that you can see
Prepared Spells:
- Aid
Raise you and your allies HP by 5 HP in 9m Radius
+5 HP per upcast
Lasts until Long Rest
- Lesser Restoration
Cure Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 7--------------------
Cleric 2
- +1 Level 2 Spell Slot
- +1 Channel Divinity Charge
- Turn Undead (Channel Divinity)
Turn Undead within 9m
Moves away from caster on turn
Can’t willingly move within 9m of caster
Can’t take Reactions
Can only Dash or escape from being prevented from moving
Ends upon taking damage
Level 5 = 4d6 Radiant Damage to Turned creatures
- Guided Strike
Increase an Attack Roll by +10
--------------------LEVEL 8--------------------
Cleric 3
- +2 Level 3 Spell Slots
- Magic Weapon (Always Prepared)
Imbue Weapon with +1 Attack & Damage Rolls
Level 4 & 5 = +2
Level 6 = +3
- Spiritual Weapon (Always Prepared)
Summon a floating, spectral weapon for 10 turns
Greataxe
Greatsword
Halberd
Maul
Spear
Trident
Immune to Psychic and Poison Damage
Resistant to all other Damage types
1d8 + 1 + Spellcasting Modifier Force Damage
+1d8 Force Damage per upcast
+8 HP per upcast
Prepared Spells:
- Enhance Ability (Concentration)
Advantage on Ability Checks with chosen Ability
+1 creature when cast at 3rd Level or higher
- Silence
6m AoE Silenced
Creatures cannot cast spells that require a verbal component
Note: Can be used to cheese some spellcasting enemies
--------------------LEVEL 9--------------------
Cleric 4
- +1 Level 3 Spell Slot
Feat: Ability Improvement (+2 WIS or +1 WIS +1 STR if you didn’t acquire Hag’s Hair)
Cantrip:
- Resistance (Concentration)
+1d4 Saving Throws
--------------------LEVEL 10--------------------
Cleric 5
- +1 Level 4 Spell Slot
- +1 War Priest Extra Attack Charge
- Destroy Undead
Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Spirit Guardians (Always Prepared)
Summons spirits in 3m radius for 10 turns
3d8 Radiant or Necrotic Damage per turn
Enemies Movement Speed halved
Caster cannot become Invisible
+1d8 per upcast
- Crusader’s Mantle (Always Prepared)
Grant allies Aura in 9m Radius
Weapon Attacks deal +1d4 Radiant Damage
--------------------LEVEL 11--------------------
Note: Taking at least 1 more level into Cleric grants you another Channel Divinity Charge and the ability to use a version of Guided Strike for an ally’s attack. I don’t feel this is extremely necessary
Note: If you opt for Fighter, consider a respec for Fighter as Level 1 to gain Constitution Proficiency
Multiclass: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Defence
+1 AC while wearing armour
--------------------LEVEL 12--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------GEAR--------------------
Important Items:
Hag’s Hair (+1 STR) (Optional but highly recommended)
Potion of Everlasting Vigour (+2 STR)
Mirror of Loss (+2 WIS) (Optional but recommended for min/max)
-------ACT 1-------
Head:
- Grymskull Helm
Immune to Critical Hits
Fire Resistance
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Dropped by Grym in Grymforge
------------------------------
Chest:
- Adamantine Splint Armour
Heavy Armour
18 AC
-2 All Incoming Damage
Immunity to Critical Hits
Disadvantage on Stealth Checks
When hit with a Melee Attack, the attacker is sent Reeling for 3 turns
Reeling:
-1 Attack Rolls for every turn remaining
Location: Grymforge
------------------------------
Gloves:
- Gloves of the Growling Underdog
+1 Strength Saving Throws
Advantage on Melee Attack Rolls when surrounded by 2 or more foes
Location: Dror Ragzlin’s Treasure Chests
- Gloves of Heroism
+1 STR Saving Throws
When you use Channel Oath, gain Heroism
Location: Found inside a wooden chest X: -674 Y: -401 at the back of the hidden room in the cellar of the Toll House, The Risen Road. The room can be opened by sitting on the two thrones X: -664 Y: -407, X: -664 Y: -400 simultaneously (or by placing objects on each throne).
------------------------------
Boots:
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
- Boots of Speed
Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in Myconid Colony
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Periapt of Wound Closure
When Downed, automatically stabilise
Whenever healed, heal Max possible HP
Location: Purchased from Lady Esther at the Rosymorn Monastery Trail
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
------------------------------
Rings:
- Strange Conduit Ring
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Ring of Protection
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Crusher’s Ring
+3m Movement Speed
Location: Dropped by Crusher
------------------------------
Melee Weapons:
- Everburn Blade
+1d4 Fire Damage
Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.
- Svartlebee’s Woundseeker
+1 Enchantment
+1d4 Attack Rolls against creatures who have already taken damage
Location: Looted from Gauntlet Yeva in Waukeen's Rest X: -66 Y: 609 in Act 1. Has to be acquired before the first zone travel (including teleporting to your camp) after coming to Waukeen's Rest for the first time. If you come to the area after travelling to a different zone, Yeva will be gone. Can also be obtained from Gauntlet Yeva in the Tadpoling Centre within the Mind Flayer Colony in Act 2. One method to keep her non-hostile is to use a Disarming action on her during the fight where she appears. As long as you do not kill her, she will remain an ally.
- Doom Hammer
Enemies hit with this Hammer are prevented from regaining HP for 2 turns
Undead creatures also get Disadvantage on Attack Rolls when hit with this Hammer
Location: Grat the Trader at Goblin Camp
- Hamarhraft
Shockwave (Toggleable)
When you Jump, deal 1d4 Thunder Damage in 3m Radius
Location: Found in a gilded chest in one of the burning rooms on the second story of the inn at Waukeen's Rest X: -85 Y: 631
- Intransigent Warhammer
Knocks nearby creatures Prone after killing a target or landing a Critical Hit
Location: Can be found inside a Watertight Chest on a Duergar skiff during your first voyage to Grymforge from the Decrepit Village
- Faithbreaker
+1 Enchantment
Absolute Power (Short Rest)
+1d6 Force Damage
Possibly pushes target back 5m
Location: Dropped by Dror Ragzlin
- Jorgoral’s Greatsword
+1 Enchantment
Colossal Onslaught
Strike enemies in a 6m Line AoE and deal + Proficiency Bonus Slashing Damage
Location: Looted from Corsair Greymon on Ebonlake, Grymforge. If not engaged on the lake, he can sell this item at his trader spot in Grymforge X: -632 Y: 326.
------------------------------
Ranged Weapons:
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
- Titanstring Bow
Longbow
+1 Enchantment
Deals additional Damage equal to STR Modifier
Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers
- Hunting Shortbow
+1 Enchantment
Advantage on Monstrosity Enemy types for ALL weapons equipped
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Purchased from Dammon
- Gandrel’s Aspiration
Advantage against Monstrosities
Works with Melee Attacks as long as this weapon is equipped
Location: Dropped from Gandrel
------------------------------
-------ACT 2-------
Head: N/A
------------------------------
Chest:
- Dwarven Splintmail
19 AC
+2 CON
Take 1 less Piercing Damage
+1 STR Saving Throws
+1 Ability Checks
Disadvantage on Stealth Checks
Location: Sold by Lann Tarv in the main floor of Moonrise Towers, if you convince Disciple Z'rell to give you additional aid in finding Ketheric's relic
- Armour of Devotion
18 AC
Eternal Devotion (Long Rest)
Recharge 1 Channnel Oath Charge
Disadvantage on Stealth Checks
Location: Sold by Roah Moonglow
- Reaper’s Embrace
Heavy Armour
19 AC
-2 All Incoming Damage
Reaper’s Rigidity (Toggleable)
Can’t be moved against your will
Disadvantage on DEX Saving Throws
Howl of the Dead
Numb nearby creatures
Disadvantage on Stealth Checks
Location: Ketheric Thorm
------------------------------
Gloves:
- Dark Justiciar Gauntlets (Uncommon)
Weapon Attacks +1d4 Necrotic Damage
+1 STR Saving Throws
Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
------------------------------
Rings:
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
------------------------------
Melee Weapons:
- Harmonium Halberd
Halberd
+1 Enchantment
+2 STR (Max 23)
-1 INT
-1 WIS
Location: Dammon
- Ketheric’s Warhammer
+1 Enchantment
+1d4 Psychic Damage
Location: Ketheric Thorm
------------------------------
Ranged Weapons:
- Darkfire Shortbow
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
------------------------------
-------ACT 3-------
Head:
- Sarevok’s Horned Helmet
Medium Armour
Number needed to roll a Critical Hit is reduced by 1
Cannot be Frightened
Darkvision up to 3m or 15m if you already have it
Location: Sarevok
- Helm of Balduran
+1 AC
+1 Saving Throws
Regain 2 HP at the start of each turn
Immunity to Stunned
Immunity to Critical Hits
Location: The Dragon’s Sanctum
------------------------------
Chest:
- Armour of Persistence
20 AC
-2 ALL incoming damage
Resistance (Permanent)
Blade Ward (Permanent)
Disadvantage on Stealth Checks
Location: Dammon
- Emblazoned Plate of the Marshal
19 AC
-2 ALL incoming damage
+2 Saving Throws
Fire Resistance
Fire Shield (Long Rest)
Disadvantage on Stealth Checks
Location: Duke Ravengard
------------------------------
Gloves:
- Legacy of the Masters
+2 Attack Rolls
+2 Damage Rolls
+1 Strength Saving Throws
Location: Sold by Dammon at the Forge of the Nine, in the Lower City
- Martial Exertion Gloves
Take 6d6 Piercing Damage
Double Movement Speed
Gain Additional Action
Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
- Boots of Persistence
+1 Dexterity Saving Throws
Gain Permanent Longstrider
+3m Movement Speed
Gain Permanent Freedom of Movement
Movement Speed unimpeded by Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Dammon in Baldur’s Gate
------------------------------
Cloak:
- Mantle of the Holy Warrior
Cast Crusader’s Mantle once per Long Rest
Location: Sold by Vicar Humbletoes in Stormshore Tabernacle
- Cloak of Displacement
Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
------------------------------
Amulet:
- Amulet of the Devout
+2 Spell Save DC
+1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
------------------------------
Rings: N/A
------------------------------
Melee Weapons:
- Balduran’s Giantslayer
+3 Enchantment
Double damage from STR Modifier
Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures
Giant Form
Topple the Big Folk
Location: Ansur
- Sword of Chaos
+2 Enchantment
+1d4 Necrotic Damage
On hit, regain 1d6 HP
Location: Sarevok
- Corpsegrinder
+2 Enchantment
+1d4 Thunder Damage
Grand Slam (Short Rest)
3m AoE
Targets take Weapon Damage + Thunder Damage (Proficiency Bonus)
Targets can get pushed away
Location: Looted from Cairos at the docks west of Rivington X: -210 Y: 99
------------------------------
Ranged Weapons:
- Hellrider Longbow
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington
- Gontr Mael
Longbow
+3 Enchantment
On hit, chance to inflict Guiding Bolt
Next attack against target has Advantage
Glows light in a 6m Radius
Celestial Haste (Concentration) (Long Rest)
Gain Haste for 5 turns without becoming Lethargic afterwards
Bolt of Celestial Light (Short Rest)
Frighten target
+1d4 Radiant Damage
Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206