I’d love to watch a series of just unique multiclass builds that y’all come up with, maybe do a theme for the multiclass and then both of y’all come up with unique versions of the same multiclass either with different subclass choices or just feat choices in general
I second this. I would even take it further and say beyond just multiclassing I would love to see them make builds with any 2 restrictions whether it's class/class, race/class, or a specific subclass.
I've had the idea of hopping onto HeroForge and making a character for every single multi-class combo, and then displaying them all on TH-cam. Get ready for a Fairy Barbarian riding her Corgi shaped Steel Defender into battle, granting it advantage with Wolf Totem. Mounted Combatant feat as well. :)
My explanation for how my paladin became a sorcerer was that everytime he smites a small amount of divine energy remains in his body and eventually builds up to the point that it becomes a divine spark and fused with his soul
I have a Fallen Aasimar Twilight Cleric/Shadow Sorcerer combo who worships Scrion and Tannag as corrupted powers came about from hiding away from a holy war in the Shadowfell. My whole is sniping enemies from magical darkness (Eldritch devil's sight, spells sniper, and warcaster, feats) then rushing in to revive the tank. A few levels of Twilight druid for the Harvest Scythe used on magic missiles makes for a great heal/damage combo with a silvery barbs/icingdeath frost or entangle to lock enemies in the darkness up close.
I plan to make paladin-sorcerer dragonborn in Baldurs Gate 3. Dragonblooded sorc so in my headcanon his draconic heritage would awaken at the third level due to the trauma caused by the mindlfyer parasite in his brain.
My first character was a Dragonborn Vengeance Paladin of Bahamut with Divine Soul sorcerer mix. He wanted to get vengeance on the chromatic dragon's for enslaving his people, he later found out he actually came from a lineage that had the blood of a servitor of Bahamut in it.
@@silentrain713 Thanks for the compliment. Regarding your choice I would recommend to go with a gem dragonborn that can fly, with topaz having the strongest resistance. As smiting requires melee so flying enemies can be a weakness for Paladin. The Paladin choice is really up to you indeed if want to go more rp. All Paladin's are good pretty much.
Having a played a divine soul sorcadin myself, I gotta say I completely agree. One of my favorite PCs hands down, if not my personal favorite. I got to live that fantasy of being a Dragon Disciple from Pathfinder/Neverwinter Nights by being a sorcadin of Bahamut. 😎
Divine Soul Oath of Devotion is just an absolute monster. War Caster, Sentinel, Spirit Guardians...throw in a Quickened Lightening Lure or Booming Blade and the character is just so much fun to play.
I did the same thing with a Hexblade/Swords Bard build. Stole spirit guardians using my magical secrets. And I wasn’t disappointed lol. My sorcadin was Oath of the Watchers/Clockwork Soul, and that is ALSO nasty.
Awesome, you guys finally made a character I played from lv1 to lv20 on an amazing campaign, Michael Titanborn, who at the very end became a literal demi-god. Great job as always.
Nice I’m currently playing a vengeance 7/divine 3, and we are going all 20. Having played all the way through, do you have any must do’s & don’ts to set me up at higher levels?
@@kamaronkent6888 Absolutely, my DM is awesome and worked closely with us to make custom magic items, if you can get something similar, that would help you a lot, as an example, you might have only 15str but he gives you a belt of giant str, so now you can focus on your CON and CHA. Also, Spirit Guardians are your best friends in almost every fight, and if you are playing with the expanded spell list, fire shield is awesome, overall try and use things that will deal damage over a period of time, instead of 1 burst like fire ball. Your criticals should always be smites, and against bosses you will always have advantage (vow of enimity) or flanking.
I just started playing D&D and it was recommended I play a paladin so I did so I didn't know what I was doing. Want to say I appreciate all your videos and help me so much. And at this level I decided I wanted the multi class and then I watched your video. And I totally worked in the Divine Souls into my backstory that my God was happy with me and bestowed on me power of my own to wield
I would love to play a dex based paladin of Bahamut that finds out he’s blessed with draconic sorcery, for a higher unarmored ac and more hit points as a sorcerer. Sort of roam around and burst people and sneak around like a rogue but still be bulky and hard to hit like a paladin.
Reminder that Divine Smite only lets you smite with up to a 5th level spell slot… BUT, you can turn 8th and 9th level spell slots into sorcery points and make 2-3 5th level spell slots in order to have 3 huge burst damage charges for any combat you need
@@juantinajero9211 i miss interpreted, i thought you were saying to burn paladin slots into points to create 8th and 9th level spell slots !! which i was referencing that you can't create slots greater than 5th level
@@mrr2135 yeah no, what I was trying to say is that you can’t create spell slots higher than 5th as a sorcerer AND that the highest level you can smite is 5, so it meshes perfectly
This is actually a great build for taking Metamagic Intiate. It minimizes the loss of Sorcerer Levels you don't take by giving you 2 more Metamagic Choices and Metamagic Points and just generally makes you even more versatile with what you can do with the spells you have.
6:35 Actually, if you go with 2x15, 1x13, 3x9 (+1 to any) and chooses standard human with +1 to all stats, you get both balanced and strong combination with no negative ability scores. You don't get other cool racial abilities, but with taking half-feat at lvl 4 for this one spare point left from point buy, you are practically becoming good at everything you need and more!
That'd be a pretty short video. "Refer to our How to Build a Paladin Sorcerer Multiclass in Dungeons and Dragons 5e video, but add one level of Hexblade warlock at character level 2."
@@shenpai1566 Why just one in Warlock though? Second gives you Agonizing Blast and one other invocation, third gives you Pact of the Blade, fifth gives you Eldritch Smite and 3rd level spells. The more Warlock levels you have for this, the more Sorlock shenanigans you can utilize. Not to mention you can use your Pact Magic spell slots for smiting, as they come back on a short rest.
@@MadnessOpus Both Sorlock and Padlock are decent multiclass builds, but if you go Sorlockadin, you need to focus on one or two of the classes to avoid diluting yourself. The reason to dip warlock is the Charisma attacks. Any more than that is getting greedy.
It can also be the opposite if you go further into paladin instead of sorcerer. You dabbled in things, went 'oh hell no' and then fight to protect everyone else from what you saw.
The other benefit of going to 6/7th level Paladin - The Find Steed+GF/Booming Blade Interaction. Find Steed states that “you can make any spell that targets only you also target your steed,” and GF/Booming have a range of “Self,” so when you cast GF/Booming Blade, it also affects the Steed’s natural weapons - which have to make an attack as part of the spell!
That is extremely debatable. Cone of Cold has a range of "Self" but it does not target only you, it targets all the creatures in the cone. Thus most DMs should rule that BB/GFB do not target only you thus do not affect the Steed.
Yeah range and targeting are different things. Booming blade clearly targets the enemy you attack with it. Haste targets you, as it gives you the effect, and would give haste to your steed as well.
I made a class based on your Witch Knight build with a few modifications, and ended up with a Paladin caught twixt their divine patron and a Puppeteer style entity for our Strahd campaign show. Absolutely enthralling, and the DM is using the dueling patrons with a lot of enthusiasm. Great advice, I look forward to hearing about this build.
Aberrant Mind. I know the default 'flavor' is obviously aberration themed but it is extremely flexible! And, the abilities can 100% fit a fey theme. Psionic Spell feature let's you swap all those spells for what you want: "The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list." Notice it says basically any Enchantment spell. So load up on your charms and suggestions and etc. The 6th level ability gives protection from psychic damage, but also fear and charm. That's standard fey themed ability if I ever saw one. Even if you stick with it til 14th level, all the abilities is Revelation of Flesh can be easily themed as Fey abilities. Seeing invisible things? Easy. Flight? Fairy wings. Water breathing swimming? That fits fine. Fit through small spaces? Just narrative it as rapidly growing shrinking or whatever.
I'm a bit late getting to this video but it sounds like a good combination that I might have to try sometime. Another great alternative if you only want a 2 level dip into a martial class is to get 2 levels of Fighter to pair with Divine Soul Sorcerer. That action surge can really make a huge difference.
I'd love to see a ranking of character builds that are counter-intuitive, like an artificer with a negative INT mod. Most of their spells are buffs or support, and more importantly, Flash of Genius now becomes a useful debuff since it works on any creature, not just allies.
This is by far my favorite multi-class! Thank you so much for highlighting one of the coolest and most powerful multi-classes in the game. One thing I would highly recommend for anyone choosing this class is to let your DM choose what your sorcerer's origin is at 7th level. Give them options of what you like, but then let you DM determine the awesome roleplay moment when your powers are awakened. It makes for incredible RP. You know at 7th level that your new powers will come online, but no one else at the table does. Even you are in for a surprise with how those powers manifest.
Character concept: V. Human who became a Devotion Paladin of Mystra (Goddess of Magic) to remove his burgeoning Wild Magic. But Mystra doesn't remove and instead only represses them so the man can learn to control them over time (hence the Sorcerer multiclass at later levels).
My current character is a divine soul sorcerer/glory paladin, and he is one of my favorite characters that I've ever played. Getting the combo of a quickened guiding bolt and two attacks with higher level smites makes me feel like an absolute beast, especially against undead, where radiant damage is very effective.
My wife loves to play paladin and sorcerer characters in our games. After watching this video, I asked her "Have you ever considered a paladin/sorcerer?" Her eyes lit up like a christmas tree. Ruh roh. Great stuff as ever, m'dudes!
I have played it several times, and loved it. I even went so far as to take a 2 level dip into Hexblade. Charisma attack stats, 2 extra 1st level slots on a short rest, and a couple invocations. At level four with 2 Levels Pali, 1 level Hexblade, 1 Level Sorc and you can level up based on story progression the rest of the way. Yes it feels Gish and it is amazing.
I have been playing a sorcadin for 2 years from lv 1-17 and gotta say, it’s amazing. However, I was surprised to not see a mention of spirit shroud. It’s a great spell that is especially useful for a sorcadin that has the spellslots to upcast it :)
Im Dah Unicorn (nice name) Iv been playing a vengeance 6/ divine 3 for about 6 months and we are going all the way to 20. Since you played so deep, what other do’s & don’ts would you advise? I am the main melee fighter, currently have the feat war caster. Why shroud over guardians?
I played a hard Sorcadin about 2017 in Elemental Evil, and (9:08) I got Paladin 2 - Sorcerer 7 - Paladin 6 as progression. Lvl 5 power spike was on Booming Blade + GFB, and it worked like a charm, especially when you Quicken this cantrip. Finally, Haste on lvl 7 plus Dimension Door lvl 9 was a really strong. A tip on the bad part of this build: mobility. Always have Misty Step, Thunder Step, Dimension Door, anything that teleports. Even Longstrider helps a lot. And be a nightmare to your DM! :) Also never OA, save your reaction for Shield and Absorb Elements.
There is a campaign called The Odyssey of the Dragonlords, that om currently playing. The sorcerer subclass in the book is the Demi-god subclass. It allows you to make weapon attacks with Charisma instead of strength. So I did that for Sorcadin, and so far so good.
Great video, I'm playing an unconventional sorcadin in the Icewind Dale campaign. Focusing on the caster aspect of the build. Went with an protector aasimar, point buy 13-14-13-8-10-17, Started as Sorc for 2 levels and then picked up the 2 pally levels. Currently DSS 5/ Pally 2. 19 ac with half plate/shield. Will be going Watcher Oath soon. Blessed warrior fighting style to give me additional reliable cantrips & I can use the paladin spell casting & spell list to have access to many of the 1st level support & utility spells which I can move around daily, and keep those Sorc spells for for those higher spells ( Tasha's Mind whip and spirit guardians). Twinning Metamagic means options like 2 shield of Faiths or 2 Sanctuaries for a minimal resource use. Telekinetic at Sorc 4 for a reliable BA without using a resource. It has been very fun with my group. I don't fear being near melee, I don't usually have to worry about failing concentration checks thanks to Shield and Absorb elements and I'm rarely stuck deciding if I need to use a spell slot to smite or not. Even with a lower melee attack modifier, I've been able to land some very powerful smites with a dagger when the need arises thanks Favor of the Gods or Bless. The build might not be optimal in a few different aspects, but I don't think I'd change much in hindsight.
Hey guys, long time viewer and first time commenter. On the topic of GISH like characters. I have been playing a eldritch knight/Divine soul sorcerer centering around shadow blade. And it's been really fun and strong. The campaign I am in is going to run to lvl 20 so the split ATM is 8EK - 12 DS.
Today, I finally snapped. I couldn’t, I just couldn’t hold it in anymore, dude-tyans ! I pledged for Sebastian Crowe’s Guide to Drakkenheim. CANT WAIT UNTIL THE RELEASE!
I remember my Sorcadin character. He was a half-orc by the name of Grudd. The build was Clockwork Soul, Oath of Conquest. The idea behind his character (the campaign had a lot of plane travel) was that he came across a plane that was nothing but pure clockwork, and in that plane he saw beauty in the way everything worked perfectly for one common goal. Upon regaining his mind an unknown time later he swore that he would instill a similar order to different planes, bringing them all together to create a still world, a clean world. Grudd was a suuuuper powerful character. Almost everything came together perfectly for him to kick ass. I remember at one point we came across a hive mind, who just so happened to have the Ruby of Asmodeus' staff on them. We sent them into Asmodeus' lair and, obviously, he eventually became pissed and went to confront us. Since Asmodeus is technically an agent of Law, Grudd wasn't too intimidated by him and actually bargained a deal where Asmodeus would give him a Boon in return for him going and slaying Zurr, a gnome who had been causing a lot of trouble in the campaign. Grudd went down in history as the only person to make a deal with Asmodeus that did not involve his soul or his eternity, and was generally seen as mutually beneficial.
Thanks for the "Sorcadin" guide. Divine soul is nice, but clockwork is stronger. My ranking: Clockwork > Aberrant > Divine Soul > Shadow Magic > Other Clockwork - x2 the number of your spells (more combat potential) Aberrant - x2the number of your spells (more social potential) Divine Soul - it's good when you just want to play the default paladin with a couple of new options/ priest spells are very organic for a paladin Shadow Magic - same as the previous one, but if you want to play default evil paladin shadow magic is your choice (hexblade still better) * I took into account the subclasses level benefits)
@@The3FightingDragons Tasha sorcerer subclasses rly OP. The main problem of sorcerer is a small number of spells. WoC create 2 new subclass and just doubled spells num.)) The ability to choose from a list of a wizard, sorcerer and sorcerer is stronger than school restrictions. Especially considering that the default list of additional spells already has nice priest and bard spells.
This has been one of my favourite multi-classes for a long time. The combos of both mechanics and story with these classes together in any setting are amazing. Thank you Dungeon Dudes for doing what you do. 💛
Having played this, here's my insights on what you could've done: 1. you could've dipped hexblade 1 to align your attack/cast stats if not using a 2-hander. 2. you could've started sorc 1 for con save prof and early access to shield, guidance, etc. the tradeoff here is no heavy armor but imo medium armor + dex is better anyway. 1 less ac but +2 initiative, dex saves and dex skill checks. extra attack comes 1 level late but that isn't a long wait and you get booming blade scaling at level 5 to tide you over. 3. imo the pal 2 + sorc x version manages resources better as you attack less (have 1 less attack to smite on) but you have more spell slots to smite with. quicken haste or quicken booming blade gives you a 2nd/3rd attack. 4. divine sorc is indeed the best pick for the sorc subclass here unless you want to have some fun with wild magic. for paladin subclass, i'd pick conquest simply for the guided strike channel divinity. or vengance for vow of enmity. taking conquest up to 7 is fine. another pick for 7 is oath of watchers to increase the action economy of the party. oath of the ancients imo is overrate as it's resistance to magic dmg. it's not advantage to saves. 5. subtle spell can be considered for metamagic if you wanted to go sword and board without the warcaster feat tax. not all spells have S components without M anyway.
I've been planning to play this build for a while but struggled with planning my level progression. Thanks for the advice. Never would've thought to go with resilient to boost my concentration saves.
Paladin 6/ Sorcerer 6 is my absolute favorite build in the game. It cures the action economy woes of the paladin and turns smite output up to 11. It also makes it a proper half-caster instead of the truncated burst damage fighter it is in the phb. My two favorites are Oath of Glory/Divine Soul and Oath of Conquest/Storm. Both of them have fantastic combos, but the latter is an absolute monster in combat. Quickened Lightning lure into shocking grasp is the most satisfying "GET OVER HERE" move I've ever killed a mob with.
You guys were so right. I just played Sir Smitealot a level 14 Sorcadin (6 paladin / 8 sorcerer) in a Halloween shot yesterday and I actually felt like demi god. It was just so much fun smiting one thing after another and smiting 3 time per turn with the booming blade quickened spell combo. Thanks for the tip 🙏
Another pretty decent choice is Clockwork soul sorcerer, since the swap out is one of the few ways to get armor of Agthys on a sorcerer, and upcast it many times. For extra funzies, cast find steed first and dual cast it on you and your mount before sending him into battle as an ice-splotion.
Im playing DnD for the first time ever and made a vengeance paladin who is gifted divine blood by his god which allows him to learn spells. I went with Hoar as my patron god and therefore plan on using mostly thunder/lightning, charm and illusion spells (Hoars favorite) to balance it out. I also took resilient and GWM. All of this before I ever watched this video lol. Its definitely a confidence booster watching this and realizing my choices are valid and work well.
My paladin/sorcerer is a Reborn Vengeance/Shadow Sorcery, with a few allowances from the DM for Thaumaturgy and Spirit Shroud (renamed Shadow Thaumaturgy and Mantle of Death), and it's amazing even at only 5/5 as of right now. His rough backstory is that he used to be a champion of the god of death, but centuries ago was almost killed and sealed himself in a hidden tomb, only to awaken now with no memory of who he used to be. This has led to some fun bits, for example where, as a side quest (the others couldn't make it to the session to continue the main story), some of our party went to investigate a mysterious new cult. The eldritch being they worshipped was contacted first by the bard, who then informed the Hexblade and my character how to do it. Upon my character entering the dream-space to converse with it, the eldritch being almost panicked, saying "You? How are you here?! Please, I don't want any trouble. If my cult is interfering with your business, I'll tell them to move somewhere else." How he plays is he spends 2 sorcery points to cast Darkness on himself that he can see through, he gets advantage on attacking everyone while everyone else gets disadvantage on attacking him, and just wrecks house. What's even funnier is that, as the DM's unique setting is where a technologically advanced world that had lost its magic and monsters merged with a young world that still had it, we ended up going up against exo-suit soldiers with infrared goggles to see through darkness. Until our druid asked, "Since [my paladin/sorcerer character] is technically dead, would he not show up on infrared?" Which I LOVE as a terrorizing tactic, because Darkness pops up, they put on their infrared goggles, and my character is still gone, but the enemies are still getting hit!
I recently discovered the awesome combination of Paladin-Barbarian. I'm currently a 8 Totem Barb/4 Ancients Paladin. I orginally was going for Barb/Fighter, but decided to be more original. I don't do a lot of Battle Magic, however Reckless+DivineSmite+GW Fighting + GW Master + Rage = Clean Sweep. I'm going to go Barb9 next for Brutal Crit. I rarely Channel Divinity so I more often use it as a bonus spell slot. As for Spellcasting, I mostly use it for non-combat stuff, for example I can 'Smell Magic'. A lot of people said it'd be a bad idea, but I encourage you guys to try it!
Love this series! I’m experimenting with at 4-5 paladin (oath of vengeance) and 6 in sorcerer (shadow magic). So far it’s amazing to have the hounds on target while running around smiting stuff.
I played a DnD based videogame where I was a Paladin with the sword that had the ability to cast Spiritual Guardians and it was very useful in encounters with many ennemies. I can't wait to try it out in Baldur's Gate !
Personally I’d grab Metamagic Adept for a free feat. With your Paladin Aura and maybe War Caster you should be fine for concentration checks. With Metamagic right out the gate you can Quicken Spell Bless and still Attack. Also it works thematically as you feel a magic inside you start to awaken upon gaining your Paladin magic
@@alexanderwyattberg if your dm is generous and gives you a free feat at level 1, play as an Aasimar since they get the light cantrip at level 1. Yes racial cantrips count as spells in this case
@@zach415 Racial cantrips don't count as the Spellcasting feature unfortunately. As a DM, I would probably just allow them to grab War Caster without the prereq
Forever dm here. I have a paladin / sorcerer I gave my party to help out for a while, and they liked him a lot, however I wanted to tryout a paladin / warlock when we started Curse of Strahd. After seeing how overpowered this npc was I wanted to give the former npc back to the party rather than over play the latter npc. My party said please no, let us keep the paladin / warlock at least until we finish Strahd. Both class mixes play very well, and I have to admit I didn't like paladins much until 5E. Good video, thanks.
I actually did Vengeance/Clockwork for my Sorcadin, the extra spells feel really good, and my party is fairly low when it comes to magical power so focusing more on the arcane aspect of sorcerer is very helpful. I haven't really missed Spiritual Weapon since my bonus action is pretty much always being used. I'm also a Sword and Board type since I'm the only frontliner so my durability ended up being a big concern. The burst that I get despite being a shield user is extremely satisfying.
This has to be my favourite multiclass. Something with it just give me good feels (except for the fact that it's a CHA-heavy class, but that's a known problem and something I need to work on...)
I literally thought of this earlier today and made a build of Divine Soul Sorcerer and Oath of Glory Paladin. Aasimar race, starting with paladin, then sorcerer and the first feat I take is metamagic adept. Time to Twin Guiding Bolt or Quicken Guiding Bolt and then Attack!
I'm playing this build in a high level campaign and am loving it. I built this before I saw the video too lol I love twinning holy weapon on myself and the barbarian.
Just for fun, I built Darth Vader as an Oath of Conquest / Aberrant Mind. It's a lot of fun throwing people around as a Bonus Action before you cut down anything that hasn't run away.
@Julian Mehlmann Absolutely, also as a Warforged (more machine than man). There are a lot of great spells for the Force, (reverse gravity is a favorite for hallways).
@@julianmehlmann2996 "Obi-Wan has taught you well." My favorite one is Animate Objects, to just pelt the enemy with any loose objects in the room. Personally, I use Hold Person for force choke. Auto crit on a Paladin/Sorcerer is insane.
This one is a banger guys.....Im currently playing a diviner wiz based on treant monks god wizard but this one or maybe the warlock pally is def next up on my "to play" list.....cheers
I have a custom Dragon Knight Paladin subclass and draconic sorcerer. Made it a while ago and excited to see some love to it. The ability to have meta magic options to obtain a bunch of spell slots for smites or spells like haste, so we can get more smites out along with hold person for auto crits
Getting some Fate/Stay imagery of a full plate greatsword paladin crouching into a runner stance and casting haste before launching themselves into combat. Brb gonna build a character
Should probably show the Paladin Sorcerer at my table this video. I’m a big fan of starting campaigns at 12 and sort of “mirroring” the Drakkenheim campaign were they need to think in turns of HEY TEAMWORK and WHAT CAN THE DM THROW BACK AT US. Just because you’re a high level doesn’t mean you’re unstoppable at my table
Currently playing Oath of Watchers Pally 6/Clockwork Soul 5 on a Warforged for a sort of Anti-Extraplanar Machine Soldier. Like don't get me wrong they're 100% about being completely enabled to burn through absolutely everything in the tank but when you're not in a combat heavy "episode" it's soo nice having the versatility that having sorcerer levels can provide. Your spells aren't for single target damage that's what smites are for, they're for AoE, Control, and Utility in ways that a straight paladin just can't compete with. Plus just the introduction of cantrips provides reliable resource free ranged attack options that normally Paladin's struggle with. Ultimately it's been one of my most fun builds to date and I highly recommend, 10/10 would play again.
Thanks for that vid. It will help me with my pal-sorc in Baldurs Gate 3. I'm probably not going to be using much of smite, unless something actually gets to me, I plan to probably start as pally take it up to level 2 and then lvl up as a dragonblooded sorcerer race will be a dragonborn.
I’m currently playing as a young Protector Aasimar who’s a 6th level Vengeance Paladin and 3rd level Divine Soul Sorcerer in the Crucible of Fate tournament here on TH-cam. The build is just starting to come online as power increases. My character (Sir Daelon Dawnblaze) has killed two powerful monsters so far (CR16 & CR17).
I have played this type of Character selecting Longsword and shield and as a party protector he is very tough. I agree with you that this character should advance until 6th level Paladin and of course Variant human is the best option. This character must have proficiency on athletics skill. The things I would do different as you described on the video is my point buy system would be like this: Str: 15, Dex: 10, Con: 13, Int: 8, Wis:10, Cha: 15. As Variant human I would pick +1 on CON to become 14 and +1 on CHA to become 16. As a 1st level feat I would Pick Heavy Armor Mastery (+1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor). Now the character has 16 STR and this Feat will boost the survivalbility of the character. At least for the first 7 or 8 levels. This character build does not need to have proficiency on CON saving throws, because the majority of spells he uses are reactions and they do not need concentration checks. On level 2 as a Fighting style I would pick Protection (When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield) because I want to build him with the mentality of the Party Protector. On Level 3 I would pick oath of glory for the channel Divinity: Peerless Athlete (As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Athletics and Acrobatics checks) and I will explain right away. On Fourth level I pick the Shield master feat (As a bonus action you can shove your opponent, you gain shield bonus AC to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw). When this character becomes level 5 he gains 2 melee atcks. Here is the beautiful combo. On your turn you declare to use your channel divinity: Peerless Athlete. From now own and for the next 10 min you have advantabe on athletcs checks. As a bonus action you use shield bash on each round to shove your opponents. This requires an opposing athletcis check. But because you have advantage on this check you will propably Pin him down. That means on your next 2 attacks you have advantage and you will have bigger propability on criticals (more nova strikes). Level 6 Paladin gives you an amazing aura (at that point +3 on all of your saving throws). After that for the next 6 levels I would choose sorcerer with subclass Clockwork Soul. Remember the mentality of this build is to be protector of the party. At level 1 he gains the ability: Restore balance (When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus). At level 6 sorcerer he gains the ability: Bastion of Law (As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice). This will enhance the protection of the character. As a Sorcerer I pick the folowing cantrips: Booming Blade, Green-Flame Blade, Fire Bolt (to be an anoyance for a specific opponent and try to atract his attention from distance and Shoking grasp (to be able to pull opponents towards the paladin and keep safe friendly targets. Then from melee range if the Palading has 2 targets he executes with quick casting the spell Green-Flame blade and eliminates fast his oponents). First level spells as you described in your video my picks are Shield, Absorb elements and I would add Silvery Barbs for double advantage. For 2nd level spells I pick misty step, Mirror image and if at Level 4 sorcerer I pick the feat War Caster then I will pick and the spell Blur. As a 3rd level spell my pick is Haste. If the DM allows you to multiclass and 2 levels to Warlock Hexplade then with his curse ability you can cause criticals with 19 and 20 on dice rolls. So you enhance the combo on attacking your opponent with advantage with even higher propability to cause critical hits. Apart from that you add on damage your proficiency bonus and you have two more level 1 spell slots for smiting (total 6 level 1 spell slots). You can pick 3 more cantrips and at level 1 Armor of Agathys is a fine addition. From that point and afterwards it does not matter how you progress this character. The main utility of this character is already working. This is the Desription of my character I played. The mechanical part works great but some DM's might require more RP requirements. Why your Paladin became a sorcerer and then why he became a Warlock? I hope some people might like this build and try it on their future campaigns. For anyone that needs more info about this build do not hesitate to contact me on my Discord: Kael Storm#1865
As an Ancients Paladin Divine soul sorcerer mix I can attest even at higher levels few things are still standing after a triple attack via Quickened Spell Booming blade. Also subtle spell is another option for sword and board players to get around somatic requirements. Extend spell is great with the aid spell cast your highest before resting and people still have it for another 8 hours.
I'm currently playing a 14th level character in a short campaign, where we're battling powerful celestials that want to dominate our world. This was the build I had in mind, with Oath of Watchers Paladin and Divine Soul Sorcerer.
First time I played DnD as a player I was already deep into build crafting and since I wanted to make a tank for our party I ended up making Sorcadin without even knowing it was already a thing. But I did 1 level of Paladin then 1 Sorcerer, then Paladin to 6. Heavy Armor 18 AC Defense +1 AC Shield +2 AC 'Shield' spell for the average big hit. Silvery barbs for the occasional critical hit or saving friends. + Dodge or Protection from Evil and Good + Divine soul sorcerer's 'Favored by the gods' for the saving throws.
I'm playing a hexbard inspired by one of your prior videos. We're playing to level 12-15, so I plan to cap it off with two paladin levels to add smites with 5th+ level spell slots. Polearm mastery + war caster = booming blade opportunity attack + smites if they even approach me.
"Divine Smite 2nd level Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8." ................. caps at 4th level slots: 1st = 2d8; 2nd = 3d8; 3rd = 4d8; 4th = 5d8
Remember when Charisma was the dump stat? Now I wonder if maybe WotC over-compensated? I plan on using CON based sorcerers going forward - but I don't think that would hinder this particular build much.
15:17 you only get metamagic options at 3rd level, so a 9th level ability. I do think a bard might be better (or at least more fun then a sorcerer). bard vs sorcerer multiclass: level base bard divine soul sorcerer 1/2 jack of all trades, healing word, inspiration, song of rest shield/healing word/favored by the gods 3 expertise, subclass (will recommend 2 specific ones) metamagic (quickened spell), spiritual weapon 4/5/6 inspiration (d8) recharges on sr, subclass feat, countercharm spirit guardians, quickenable 3rd level spells at level 10 bards will get magical secrets, allowing for greater steed and a spell like holy weapon. This will give you acces to the holy weapon spell with this multiclass at a level where a straight paladin won't even have acces to it (level 16 vs 17 straight class) So, now I think there's 2 good choices for bard subclasses: swords bard: if you want a 1 handed weapon and a shield, this class will make you about as durable as the 'shield' sorcerer. Especially if you reach level 5 and bardic inspiration recharges. Lore bard: If you really don't want the sorcerer to get any real benefit you take lore bard. Your cutting words work a bit like shield (although a bit worse) and magical secrets means that you can also take spiritual weapon/spirit guardians. A sorcerer paladin will probably have higher damage potential, but going bard gives you a versatility that makes it more fun. The paladin is already 1 of the best damage bursters in the game, so I don't feel like it's really needed to make him even more of that.
Zegon Azaziel, a hobgoblin I made for a level 10 one-shot, was a vengeance Paladin with one level of Divine Soul. Just that one level made him feel much more “caster-y,” and he was a blast to play.
im running a Paladin 2 Sorcerer 10. Hill Dwarf Draconic Sorcerer, Tough & War Caster. A shit ton of HP, +6 in CHA, and fire elemental affinity. I use illusionist bracers to get two attacks with green-flame blade for 2d8+6 +1d8+7(7 str) + any smite damage per swing. An absolute nova lad
I played an ancients paladin7 divine soul 5 and if a Paladin feel like a sports car, the sorcerer levels feel like that same sports car with Nos and a turbo charged engine. It’s so much fun
Friend ran a 20th level one shot. Made a oath of the open sea / storm sorcerer sorcadin. Thematically it was great and it actually made the tempestuous magic from sorcerer prevalent. And that quicken booming blade for three smites was nuts.
Did exactly this for a Curse of Strahd campaign, more in a whim, but I utterly wrecked a lot of difficult combat encounters. Took plenty of hits too, didn't take DM long to realize I couldn't do multiple serious encounters per day. Lots of resource management, and expectation of being mobbed by my own personal dedicated vampire spawn foes...
Why wait untill 7th to take sorcerer? I'd take it early and get green flame blade and booming blade when you only have one attack. Plus you can grab shield when you still only have chain armor and a ranged attack cantrip like fire bolt. If you actually play the early levels, then you don't want to wait for the split.
Paladin is a race car and Sorcerer is the Nitro
To be fair... any charisma based full or half caster + sorcerer is putting a jet pack on any vehicle. Delicious metamagics
I’d love to watch a series of just unique multiclass builds that y’all come up with, maybe do a theme for the multiclass and then both of y’all come up with unique versions of the same multiclass either with different subclass choices or just feat choices in general
I second this. I would even take it further and say beyond just multiclassing I would love to see them make builds with any 2 restrictions whether it's class/class, race/class, or a specific subclass.
I third this, I have used their videos as inspiration to create some characters.
Fouth'ed. Love these build videos. :)
I've had the idea of hopping onto HeroForge and making a character for every single multi-class combo, and then displaying them all on TH-cam.
Get ready for a Fairy Barbarian riding her Corgi shaped Steel Defender into battle, granting it advantage with Wolf Totem. Mounted Combatant feat as well. :)
I've always thought about building a sorcerer Rogue. So you could Quicken true strike. Sneak attack damage always and forever
My explanation for how my paladin became a sorcerer was that everytime he smites a small amount of divine energy remains in his body and eventually builds up to the point that it becomes a divine spark and fused with his soul
That's a legit explanation as to multiclassing!
I have a Fallen Aasimar Twilight Cleric/Shadow Sorcerer combo who worships Scrion and Tannag as corrupted powers came about from hiding away from a holy war in the Shadowfell. My whole is sniping enemies from magical darkness (Eldritch devil's sight, spells sniper, and warcaster, feats) then rushing in to revive the tank. A few levels of Twilight druid for the Harvest Scythe used on magic missiles makes for a great heal/damage combo with a silvery barbs/icingdeath frost or entangle to lock enemies in the darkness up close.
Yo that's so cool!
Mine is a protector Aasimar, the multi class just made sense
I plan to make paladin-sorcerer dragonborn in Baldurs Gate 3. Dragonblooded sorc so in my headcanon his draconic heritage would awaken at the third level due to the trauma caused by the mindlfyer parasite in his brain.
My first character was a Dragonborn Vengeance Paladin of Bahamut with Divine Soul sorcerer mix. He wanted to get vengeance on the chromatic dragon's for enslaving his people, he later found out he actually came from a lineage that had the blood of a servitor of Bahamut in it.
@@silentrain713 Thanks for the compliment. Regarding your choice I would recommend to go with a gem dragonborn that can fly, with topaz having the strongest resistance. As smiting requires melee so flying enemies can be a weakness for Paladin. The Paladin choice is really up to you indeed if want to go more rp. All Paladin's are good pretty much.
Man , This conversation is wholesome
My fave is doing divine soul with my pally. Being a martial with spirit guardians is so great.
Having a played a divine soul sorcadin myself, I gotta say I completely agree. One of my favorite PCs hands down, if not my personal favorite.
I got to live that fantasy of being a Dragon Disciple from Pathfinder/Neverwinter Nights by being a sorcadin of Bahamut. 😎
Divine Soul Oath of Devotion is just an absolute monster. War Caster, Sentinel, Spirit Guardians...throw in a Quickened Lightening Lure or Booming Blade and the character is just so much fun to play.
that's... Busted
I did the same thing with a Hexblade/Swords Bard build. Stole spirit guardians using my magical secrets. And I wasn’t disappointed lol.
My sorcadin was Oath of the Watchers/Clockwork Soul, and that is ALSO nasty.
You absolute demon, I love it
Awesome, you guys finally made a character I played from lv1 to lv20 on an amazing campaign, Michael Titanborn, who at the very end became a literal demi-god. Great job as always.
Nice
I’m currently playing a vengeance 7/divine 3, and we are going all 20.
Having played all the way through, do you have any must do’s & don’ts to set me up at higher levels?
@@kamaronkent6888 Absolutely, my DM is awesome and worked closely with us to make custom magic items, if you can get something similar, that would help you a lot, as an example, you might have only 15str but he gives you a belt of giant str, so now you can focus on your CON and CHA. Also, Spirit Guardians are your best friends in almost every fight, and if you are playing with the expanded spell list, fire shield is awesome, overall try and use things that will deal damage over a period of time, instead of 1 burst like fire ball. Your criticals should always be smites, and against bosses you will always have advantage (vow of enimity) or flanking.
@@kamaronkent6888I play a straight-up Level 20 Totem Warrior and he's an absolute unit.
I just started playing D&D and it was recommended I play a paladin so I did so I didn't know what I was doing. Want to say I appreciate all your videos and help me so much. And at this level I decided I wanted the multi class and then I watched your video. And I totally worked in the Divine Souls into my backstory that my God was happy with me and bestowed on me power of my own to wield
I would love to play a dex based paladin of Bahamut that finds out he’s blessed with draconic sorcery, for a higher unarmored ac and more hit points as a sorcerer. Sort of roam around and burst people and sneak around like a rogue but still be bulky and hard to hit like a paladin.
Oooh I LOVE THAT IDEA. This is so awesome. It would totally fit a paladin devoted to bahamut
glad i'm not the only person who things that you don't need to be a rouge to be a dex biased character
Why go unarmored? Just start with Paladin and strap on that plate.
@@Hyde_Hill because draconic sorcerer gives unarmored defense thanks to dragon scales. 13+dex, that’s why I like the idea of going dex based.
You still need 13 STR to multiclass into/out of Paladin though. :/
They posted this video at the perfect time. Just in time for me to go to work. :p
I’ll get to watch it tomorrow.
Reminder that Divine Smite only lets you smite with up to a 5th level spell slot… BUT, you can turn 8th and 9th level spell slots into sorcery points and make 2-3 5th level spell slots in order to have 3 huge burst damage charges for any combat you need
you can't convert spells higher than 5th level into slots
@@mrr2135 I’m not sure what you’re trying to say but you CAN turn high level spell slots into sorcery points. Level 8 slot = 8 sorcery points
@@juantinajero9211 i miss interpreted, i thought you were saying to burn paladin slots into points to create 8th and 9th level spell slots !! which i was referencing that you can't create slots greater than 5th level
@@mrr2135 yeah no, what I was trying to say is that you can’t create spell slots higher than 5th as a sorcerer AND that the highest level you can smite is 5, so it meshes perfectly
@@juantinajero9211 It's 4th level, actualy. But yeah
This is actually a great build for taking Metamagic Intiate. It minimizes the loss of Sorcerer Levels you don't take by giving you 2 more Metamagic Choices and Metamagic Points and just generally makes you even more versatile with what you can do with the spells you have.
Playing for the first proper time in YEARS, made a tiefling paladin turned sorcadin named Vice, looking forward to it, thanks for the rundown
6:35 Actually, if you go with 2x15, 1x13, 3x9 (+1 to any) and chooses standard human with +1 to all stats, you get both balanced and strong combination with no negative ability scores. You don't get other cool racial abilities, but with taking half-feat at lvl 4 for this one spare point left from point buy, you are practically becoming good at everything you need and more!
Oooh, I've been waiting for this one for a long time!
I just _need_ to ask though: can we expect a Sorlockadin build anytime in the future?
That'd be a pretty short video. "Refer to our How to Build a Paladin Sorcerer Multiclass in Dungeons and Dragons 5e video, but add one level of Hexblade warlock at character level 2."
@@shenpai1566
Why just one in Warlock though? Second gives you Agonizing Blast and one other invocation, third gives you Pact of the Blade, fifth gives you Eldritch Smite and 3rd level spells. The more Warlock levels you have for this, the more Sorlock shenanigans you can utilize. Not to mention you can use your Pact Magic spell slots for smiting, as they come back on a short rest.
@@MadnessOpus Both Sorlock and Padlock are decent multiclass builds, but if you go Sorlockadin, you need to focus on one or two of the classes to avoid diluting yourself. The reason to dip warlock is the Charisma attacks. Any more than that is getting greedy.
A watchers paladin aberrant mind sorc could be a great "corrupted hero" character.
It can also be the opposite if you go further into paladin instead of sorcerer. You dabbled in things, went 'oh hell no' and then fight to protect everyone else from what you saw.
The other benefit of going to 6/7th level Paladin - The Find Steed+GF/Booming Blade Interaction. Find Steed states that “you can make any spell that targets only you also target your steed,” and GF/Booming have a range of “Self,” so when you cast GF/Booming Blade, it also affects the Steed’s natural weapons - which have to make an attack as part of the spell!
That is extremely debatable. Cone of Cold has a range of "Self" but it does not target only you, it targets all the creatures in the cone. Thus most DMs should rule that BB/GFB do not target only you thus do not affect the Steed.
Yeah range and targeting are different things. Booming blade clearly targets the enemy you attack with it.
Haste targets you, as it gives you the effect, and would give haste to your steed as well.
I made a class based on your Witch Knight build with a few modifications, and ended up with a Paladin caught twixt their divine patron and a Puppeteer style entity for our Strahd campaign show. Absolutely enthralling, and the DM is using the dueling patrons with a lot of enthusiasm.
Great advice, I look forward to hearing about this build.
Great story!!!
it's a great build, and these guides help organize the chaos into a good mechanical and rp character
I want a Fey blooded sorc, but we aren’t getting that, closest thematically is wild magic.
But I’d love that multi with Ancients Paladin
Aberrant Mind.
I know the default 'flavor' is obviously aberration themed but it is extremely flexible! And, the abilities can 100% fit a fey theme.
Psionic Spell feature let's you swap all those spells for what you want: "The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list."
Notice it says basically any Enchantment spell. So load up on your charms and suggestions and etc.
The 6th level ability gives protection from psychic damage, but also fear and charm. That's standard fey themed ability if I ever saw one.
Even if you stick with it til 14th level, all the abilities is Revelation of Flesh can be easily themed as Fey abilities. Seeing invisible things? Easy. Flight? Fairy wings. Water breathing swimming? That fits fine. Fit through small spaces? Just narrative it as rapidly growing shrinking or whatever.
You want a Fey blooded sorc? Run it by your DM. I'm old school, and need to learn 5e...dont let rules stop you.
@@avgadam4289 if I had a DM I would. I am the DM. I don’t get to play much lol.
I'm a bit late getting to this video but it sounds like a good combination that I might have to try sometime. Another great alternative if you only want a 2 level dip into a martial class is to get 2 levels of Fighter to pair with Divine Soul Sorcerer. That action surge can really make a huge difference.
I'd love to see a ranking of character builds that are counter-intuitive, like an artificer with a negative INT mod. Most of their spells are buffs or support, and more importantly, Flash of Genius now becomes a useful debuff since it works on any creature, not just allies.
This is by far my favorite multi-class! Thank you so much for highlighting one of the coolest and most powerful multi-classes in the game.
One thing I would highly recommend for anyone choosing this class is to let your DM choose what your sorcerer's origin is at 7th level. Give them options of what you like, but then let you DM determine the awesome roleplay moment when your powers are awakened. It makes for incredible RP. You know at 7th level that your new powers will come online, but no one else at the table does. Even you are in for a surprise with how those powers manifest.
It is spooky how often I'm playing something and this channel comes out with a video about it around the same time. It's awesome haha
Kelly's fashion/accessory choices today are chef's kiss. That hat tho!
Been waiting (and kindly requesting) for a video on this build for so long! Love it!! "Sorlock" next, please!
Character concept: V. Human who became a Devotion Paladin of Mystra (Goddess of Magic) to remove his burgeoning Wild Magic. But Mystra doesn't remove and instead only represses them so the man can learn to control them over time (hence the Sorcerer multiclass at later levels).
That's the backstory I was just thinking about! It's a great one!
My current character is a divine soul sorcerer/glory paladin, and he is one of my favorite characters that I've ever played. Getting the combo of a quickened guiding bolt and two attacks with higher level smites makes me feel like an absolute beast, especially against undead, where radiant damage is very effective.
My wife loves to play paladin and sorcerer characters in our games. After watching this video, I asked her "Have you ever considered a paladin/sorcerer?"
Her eyes lit up like a christmas tree. Ruh roh. Great stuff as ever, m'dudes!
Would love to see expanded spell list for all sorcerer subclasses!
Done already
Love these build videos! PLEASE add a Paladin-Bard build to your list! I'm loving playing my Lore Bard / Redemption Paladin right now!
I want to see this also.
I have played it several times, and loved it. I even went so far as to take a 2 level dip into Hexblade. Charisma attack stats, 2 extra 1st level slots on a short rest, and a couple invocations. At level four with 2 Levels Pali, 1 level Hexblade, 1 Level Sorc and you can level up based on story progression the rest of the way. Yes it feels Gish and it is amazing.
Explain
I was torn between going this way or fighter/sorcerer for that sweet sweet action surge.
I would say for the paladin subclass Oath of the Ancients works really well mechanically
Explain
I have been playing a sorcadin for 2 years from lv 1-17 and gotta say, it’s amazing. However, I was surprised to not see a mention of spirit shroud. It’s a great spell that is especially useful for a sorcadin that has the spellslots to upcast it :)
Im Dah Unicorn (nice name)
Iv been playing a vengeance 6/ divine 3 for about 6 months and we are going all the way to 20.
Since you played so deep, what other do’s & don’ts would you advise?
I am the main melee fighter, currently have the feat war caster.
Why shroud over guardians?
I'm running this multi class now! Just need a few more levels of each and it's gna be smashing everything
I played a hard Sorcadin about 2017 in Elemental Evil, and (9:08) I got Paladin 2 - Sorcerer 7 - Paladin 6 as progression. Lvl 5 power spike was on Booming Blade + GFB, and it worked like a charm, especially when you Quicken this cantrip. Finally, Haste on lvl 7 plus Dimension Door lvl 9 was a really strong.
A tip on the bad part of this build: mobility. Always have Misty Step, Thunder Step, Dimension Door, anything that teleports. Even Longstrider helps a lot. And be a nightmare to your DM! :) Also never OA, save your reaction for Shield and Absorb Elements.
There is a campaign called The Odyssey of the Dragonlords, that om currently playing. The sorcerer subclass in the book is the Demi-god subclass. It allows you to make weapon attacks with Charisma instead of strength. So I did that for Sorcadin, and so far so good.
So it’s hexblade’s feature, but on a Paladin? That sounds….. a LITTLE op. Just a little bit lol
@@_Janservice_ Its on a sorcerer
@@trappyboi8678 true, I misspoke. But it’s still a feature from hexblade getting thrown onto a sorcadin. Still sounds stronk af
@@_Janservice_ Hexblade feature on a sorcerer, so not as op.
Great video, I'm playing an unconventional sorcadin in the Icewind Dale campaign. Focusing on the caster aspect of the build. Went with an protector aasimar, point buy 13-14-13-8-10-17, Started as Sorc for 2 levels and then picked up the 2 pally levels. Currently DSS 5/ Pally 2. 19 ac with half plate/shield. Will be going Watcher Oath soon. Blessed warrior fighting style to give me additional reliable cantrips & I can use the paladin spell casting & spell list to have access to many of the 1st level support & utility spells which I can move around daily, and keep those Sorc spells for for those higher spells ( Tasha's Mind whip and spirit guardians). Twinning Metamagic means options like 2 shield of Faiths or 2 Sanctuaries for a minimal resource use. Telekinetic at Sorc 4 for a reliable BA without using a resource.
It has been very fun with my group. I don't fear being near melee, I don't usually have to worry about failing concentration checks thanks to Shield and Absorb elements and I'm rarely stuck deciding if I need to use a spell slot to smite or not. Even with a lower melee attack modifier, I've been able to land some very powerful smites with a dagger when the need arises thanks Favor of the Gods or Bless. The build might not be optimal in a few different aspects, but I don't think I'd change much in hindsight.
Hey guys, long time viewer and first time commenter. On the topic of GISH like characters. I have been playing a eldritch knight/Divine soul sorcerer centering around shadow blade. And it's been really fun and strong. The campaign I am in is going to run to lvl 20 so the split ATM is 8EK - 12 DS.
Today, I finally snapped. I couldn’t, I just couldn’t hold it in anymore, dude-tyans ! I pledged for Sebastian Crowe’s Guide to Drakkenheim. CANT WAIT UNTIL THE RELEASE!
LMAO! I literally was preparing to make a 'Sorcadin' character, then I see this uploaded! What a coincidence!
I remember my Sorcadin character. He was a half-orc by the name of Grudd. The build was Clockwork Soul, Oath of Conquest. The idea behind his character (the campaign had a lot of plane travel) was that he came across a plane that was nothing but pure clockwork, and in that plane he saw beauty in the way everything worked perfectly for one common goal. Upon regaining his mind an unknown time later he swore that he would instill a similar order to different planes, bringing them all together to create a still world, a clean world.
Grudd was a suuuuper powerful character. Almost everything came together perfectly for him to kick ass. I remember at one point we came across a hive mind, who just so happened to have the Ruby of Asmodeus' staff on them. We sent them into Asmodeus' lair and, obviously, he eventually became pissed and went to confront us.
Since Asmodeus is technically an agent of Law, Grudd wasn't too intimidated by him and actually bargained a deal where Asmodeus would give him a Boon in return for him going and slaying Zurr, a gnome who had been causing a lot of trouble in the campaign.
Grudd went down in history as the only person to make a deal with Asmodeus that did not involve his soul or his eternity, and was generally seen as mutually beneficial.
Great video as always.
I love Boros reckoner on the thumbnail took me back to when that card was good in standard.
Thanks for the "Sorcadin" guide. Divine soul is nice, but clockwork is stronger. My ranking:
Clockwork > Aberrant > Divine Soul > Shadow Magic > Other
Clockwork - x2 the number of your spells (more combat potential)
Aberrant - x2the number of your spells (more social potential)
Divine Soul - it's good when you just want to play the default paladin with a couple of new options/ priest spells are very organic for a paladin
Shadow Magic - same as the previous one, but if you want to play default evil paladin shadow magic is your choice (hexblade still better)
* I took into account the subclasses level benefits)
THANK YOU! While DSS is great for sorcadin, it feels like so many people just forget that other sorcerer origins exist.
@@The3FightingDragons Tasha sorcerer subclasses rly OP. The main problem of sorcerer is a small number of spells. WoC create 2 new subclass and just doubled spells num.))
The ability to choose from a list of a wizard, sorcerer and sorcerer is stronger than school restrictions. Especially considering that the default list of additional spells already has nice priest and bard spells.
This has been one of my favourite multi-classes for a long time.
The combos of both mechanics and story with these classes together in any setting are amazing.
Thank you Dungeon Dudes for doing what you do. 💛
Great Video! Its fun to see the evolution of your performance!
Having played this, here's my insights on what you could've done:
1. you could've dipped hexblade 1 to align your attack/cast stats if not using a 2-hander.
2. you could've started sorc 1 for con save prof and early access to shield, guidance, etc. the tradeoff here is no heavy armor but imo medium armor + dex is better anyway. 1 less ac but +2 initiative, dex saves and dex skill checks. extra attack comes 1 level late but that isn't a long wait and you get booming blade scaling at level 5 to tide you over.
3. imo the pal 2 + sorc x version manages resources better as you attack less (have 1 less attack to smite on) but you have more spell slots to smite with. quicken haste or quicken booming blade gives you a 2nd/3rd attack.
4. divine sorc is indeed the best pick for the sorc subclass here unless you want to have some fun with wild magic. for paladin subclass, i'd pick conquest simply for the guided strike channel divinity. or vengance for vow of enmity. taking conquest up to 7 is fine. another pick for 7 is oath of watchers to increase the action economy of the party. oath of the ancients imo is overrate as it's resistance to magic dmg. it's not advantage to saves.
5. subtle spell can be considered for metamagic if you wanted to go sword and board without the warcaster feat tax. not all spells have S components without M anyway.
I've been planning to play this build for a while but struggled with planning my level progression. Thanks for the advice. Never would've thought to go with resilient to boost my concentration saves.
Paladin 6/ Sorcerer 6 is my absolute favorite build in the game. It cures the action economy woes of the paladin and turns smite output up to 11. It also makes it a proper half-caster instead of the truncated burst damage fighter it is in the phb.
My two favorites are Oath of Glory/Divine Soul and Oath of Conquest/Storm. Both of them have fantastic combos, but the latter is an absolute monster in combat. Quickened Lightning lure into shocking grasp is the most satisfying "GET OVER HERE" move I've ever killed a mob with.
My personal favorite multiclass! Thank you for talking about it today!
This is the video that I have been waiting for! Trying to build a Aberrant Mind Sorcerer/Vengeance Paladin.
Man I gotta say. Watching yall makes me wish I could find a group and start playing again
Was wondering if a pally/Valor bard would be useful, but this video was a great way to answer that question for me in a roundabout way!
You guys were so right. I just played Sir Smitealot a level 14 Sorcadin (6 paladin / 8 sorcerer) in a Halloween shot yesterday and I actually felt like demi god. It was just so much fun smiting one thing after another and smiting 3 time per turn with the booming blade quickened spell combo. Thanks for the tip 🙏
Another pretty decent choice is Clockwork soul sorcerer, since the swap out is one of the few ways to get armor of Agthys on a sorcerer, and upcast it many times. For extra funzies, cast find steed first and dual cast it on you and your mount before sending him into battle as an ice-splotion.
Yup. Did this with oath of conquest play since they get AoA. Works great.
AoA + Aid + Compelled Duel is absolutely just bullying the DM, lol so much fun.
Im playing DnD for the first time ever and made a vengeance paladin who is gifted divine blood by his god which allows him to learn spells. I went with Hoar as my patron god and therefore plan on using mostly thunder/lightning, charm and illusion spells (Hoars favorite) to balance it out. I also took resilient and GWM. All of this before I ever watched this video lol. Its definitely a confidence booster watching this and realizing my choices are valid and work well.
My paladin/sorcerer is a Reborn Vengeance/Shadow Sorcery, with a few allowances from the DM for Thaumaturgy and Spirit Shroud (renamed Shadow Thaumaturgy and Mantle of Death), and it's amazing even at only 5/5 as of right now.
His rough backstory is that he used to be a champion of the god of death, but centuries ago was almost killed and sealed himself in a hidden tomb, only to awaken now with no memory of who he used to be. This has led to some fun bits, for example where, as a side quest (the others couldn't make it to the session to continue the main story), some of our party went to investigate a mysterious new cult. The eldritch being they worshipped was contacted first by the bard, who then informed the Hexblade and my character how to do it. Upon my character entering the dream-space to converse with it, the eldritch being almost panicked, saying "You? How are you here?! Please, I don't want any trouble. If my cult is interfering with your business, I'll tell them to move somewhere else."
How he plays is he spends 2 sorcery points to cast Darkness on himself that he can see through, he gets advantage on attacking everyone while everyone else gets disadvantage on attacking him, and just wrecks house. What's even funnier is that, as the DM's unique setting is where a technologically advanced world that had lost its magic and monsters merged with a young world that still had it, we ended up going up against exo-suit soldiers with infrared goggles to see through darkness. Until our druid asked, "Since [my paladin/sorcerer character] is technically dead, would he not show up on infrared?" Which I LOVE as a terrorizing tactic, because Darkness pops up, they put on their infrared goggles, and my character is still gone, but the enemies are still getting hit!
I recently discovered the awesome combination of Paladin-Barbarian.
I'm currently a 8 Totem Barb/4 Ancients Paladin. I orginally was going for Barb/Fighter, but decided to be more original. I don't do a lot of Battle Magic, however Reckless+DivineSmite+GW Fighting + GW Master + Rage = Clean Sweep. I'm going to go Barb9 next for Brutal Crit. I rarely Channel Divinity so I more often use it as a bonus spell slot. As for Spellcasting, I mostly use it for non-combat stuff, for example I can 'Smell Magic'.
A lot of people said it'd be a bad idea, but I encourage you guys to try it!
Love this series!
I’m experimenting with at 4-5 paladin (oath of vengeance) and 6 in sorcerer (shadow magic). So far it’s amazing to have the hounds on target while running around smiting stuff.
I played a DnD based videogame where I was a Paladin with the sword that had the ability to cast Spiritual Guardians and it was very useful in encounters with many ennemies.
I can't wait to try it out in Baldur's Gate !
Personally I’d grab Metamagic Adept for a free feat. With your Paladin Aura and maybe War Caster you should be fine for concentration checks. With Metamagic right out the gate you can Quicken Spell Bless and still Attack. Also it works thematically as you feel a magic inside you start to awaken upon gaining your Paladin magic
Unfortunately, Metamagic Adept has a prerequisite that level one paladins don’t meet: the Spellcasting feature.
@@alexanderwyattberg if your dm is generous and gives you a free feat at level 1, play as an Aasimar since they get the light cantrip at level 1. Yes racial cantrips count as spells in this case
@@zach415 Racial cantrips don't count as the Spellcasting feature unfortunately. As a DM, I would probably just allow them to grab War Caster without the prereq
I was planning on playing a Sorcadin in our next campaign, thanks for the theorycrafting!
Forever dm here. I have a paladin / sorcerer I gave my party to help out for a while, and they liked him a lot, however I wanted to tryout a paladin / warlock when we started Curse of Strahd. After seeing how overpowered this npc was I wanted to give the former npc back to the party rather than over play the latter npc. My party said please no, let us keep the paladin / warlock at least until we finish Strahd. Both class mixes play very well, and I have to admit I didn't like paladins much until 5E. Good video, thanks.
I actually did Vengeance/Clockwork for my Sorcadin, the extra spells feel really good, and my party is fairly low when it comes to magical power so focusing more on the arcane aspect of sorcerer is very helpful. I haven't really missed Spiritual Weapon since my bonus action is pretty much always being used. I'm also a Sword and Board type since I'm the only frontliner so my durability ended up being a big concern. The burst that I get despite being a shield user is extremely satisfying.
I needed this video like 2 or 3 week ago but I'm happy to be able to watch this video so thank you
This has to be my favourite multiclass. Something with it just give me good feels (except for the fact that it's a CHA-heavy class, but that's a known problem and something I need to work on...)
4:51, Shameless Plug: Flawless. Bravo.
I literally thought of this earlier today and made a build of Divine Soul Sorcerer and Oath of Glory Paladin.
Aasimar race, starting with paladin, then sorcerer and the first feat I take is metamagic adept. Time to Twin Guiding Bolt or Quicken Guiding Bolt and then Attack!
My personal favorite combo is a Drow Oath of Devotion/Aberrant Mind follower of Elistraee. Who uses a shield and longsword.
Like for the mention of Best Godess (/Girl) Elistraee :D
I'm playing this build in a high level campaign and am loving it. I built this before I saw the video too lol
I love twinning holy weapon on myself and the barbarian.
Just for fun, I built Darth Vader as an Oath of Conquest / Aberrant Mind. It's a lot of fun throwing people around as a Bonus Action before you cut down anything that hasn't run away.
telecinetic feat?
@Julian Mehlmann Absolutely, also as a Warforged (more machine than man). There are a lot of great spells for the Force, (reverse gravity is a favorite for hallways).
@@jessegitchell8114 also spiritual weapon(conquest) could substitute sabrethrow.
@@jessegitchell8114 Thunderwave for force push .chill touch maybe for force choke
@@julianmehlmann2996 "Obi-Wan has taught you well."
My favorite one is Animate Objects, to just pelt the enemy with any loose objects in the room. Personally, I use Hold Person for force choke. Auto crit on a Paladin/Sorcerer is insane.
This one is a banger guys.....Im currently playing a diviner wiz based on treant monks god wizard but this one or maybe the warlock pally is def next up on my "to play" list.....cheers
I have a custom Dragon Knight Paladin subclass and draconic sorcerer. Made it a while ago and excited to see some love to it.
The ability to have meta magic options to obtain a bunch of spell slots for smites or spells like haste, so we can get more smites out along with hold person for auto crits
This Kickstarter sounds dope as hell!
I literally just started playing this build a few weeks ago! I picked oath of devotion and divine soul sorcerer.
Please make more multiclass videos. Love the content. Thanks.
Getting some Fate/Stay imagery of a full plate greatsword paladin crouching into a runner stance and casting haste before launching themselves into combat. Brb gonna build a character
Should probably show the Paladin Sorcerer at my table this video. I’m a big fan of starting campaigns at 12 and sort of “mirroring” the Drakkenheim campaign were they need to think in turns of HEY TEAMWORK and WHAT CAN THE DM THROW BACK AT US. Just because you’re a high level doesn’t mean you’re unstoppable at my table
Currently playing Oath of Watchers Pally 6/Clockwork Soul 5 on a Warforged for a sort of Anti-Extraplanar Machine Soldier. Like don't get me wrong they're 100% about being completely enabled to burn through absolutely everything in the tank but when you're not in a combat heavy "episode" it's soo nice having the versatility that having sorcerer levels can provide. Your spells aren't for single target damage that's what smites are for, they're for AoE, Control, and Utility in ways that a straight paladin just can't compete with. Plus just the introduction of cantrips provides reliable resource free ranged attack options that normally Paladin's struggle with. Ultimately it's been one of my most fun builds to date and I highly recommend, 10/10 would play again.
Another great multi-class video, guys. I would like to see you build a paladin-bard next.
Thanks for that vid. It will help me with my pal-sorc in Baldurs Gate 3. I'm probably not going to be using much of smite, unless something actually gets to me, I plan to probably start as pally take it up to level 2 and then lvl up as a dragonblooded sorcerer race will be a dragonborn.
I’m currently playing as a young Protector Aasimar who’s a 6th level Vengeance Paladin and 3rd level Divine Soul Sorcerer in the Crucible of Fate tournament here on TH-cam. The build is just starting to come online as power increases. My character (Sir Daelon Dawnblaze) has killed two powerful monsters so far (CR16 & CR17).
I have played this type of Character selecting Longsword and shield and as a party protector he is very tough. I agree with you that this character should advance until 6th level Paladin and of course Variant human is the best option. This character must have proficiency on athletics skill. The things I would do different as you described on the video is my point buy system would be like this: Str: 15, Dex: 10, Con: 13, Int: 8, Wis:10, Cha: 15. As Variant human I would pick +1 on CON to become 14 and +1 on CHA to become 16. As a 1st level feat I would Pick Heavy Armor Mastery (+1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor). Now the character has 16 STR and this Feat will boost the survivalbility of the character. At least for the first 7 or 8 levels. This character build does not need to have proficiency on CON saving throws, because the majority of spells he uses are reactions and they do not need concentration checks.
On level 2 as a Fighting style I would pick Protection (When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield) because I want to build him with the mentality of the Party Protector. On Level 3 I would pick oath of glory for the channel Divinity: Peerless Athlete (As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Athletics and Acrobatics checks) and I will explain right away. On Fourth level I pick the Shield master feat (As a bonus action you can shove your opponent, you gain shield bonus AC to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw). When this character becomes level 5 he gains 2 melee atcks. Here is the beautiful combo. On your turn you declare to use your channel divinity: Peerless Athlete. From now own and for the next 10 min you have advantabe on athletcs checks. As a bonus action you use shield bash on each round to shove your opponents. This requires an opposing athletcis check. But because you have advantage on this check you will propably Pin him down. That means on your next 2 attacks you have advantage and you will have bigger propability on criticals (more nova strikes). Level 6 Paladin gives you an amazing aura (at that point +3 on all of your saving throws).
After that for the next 6 levels I would choose sorcerer with subclass Clockwork Soul. Remember the mentality of this build is to be protector of the party. At level 1 he gains the ability: Restore balance (When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus). At level 6 sorcerer he gains the ability: Bastion of Law (As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice). This will enhance the protection of the character. As a Sorcerer I pick the folowing cantrips: Booming Blade, Green-Flame Blade, Fire Bolt (to be an anoyance for a specific opponent and try to atract his attention from distance and Shoking grasp (to be able to pull opponents towards the paladin and keep safe friendly targets. Then from melee range if the Palading has 2 targets he executes with quick casting the spell Green-Flame blade and eliminates fast his oponents). First level spells as you described in your video my picks are Shield, Absorb elements and I would add Silvery Barbs for double advantage. For 2nd level spells I pick misty step, Mirror image and if at Level 4 sorcerer I pick the feat War Caster then I will pick and the spell Blur. As a 3rd level spell my pick is Haste.
If the DM allows you to multiclass and 2 levels to Warlock Hexplade then with his curse ability you can cause criticals with 19 and 20 on dice rolls. So you enhance the combo on attacking your opponent with advantage with even higher propability to cause critical hits. Apart from that you add on damage your proficiency bonus and you have two more level 1 spell slots for smiting (total 6 level 1 spell slots). You can pick 3 more cantrips and at level 1 Armor of Agathys is a fine addition. From that point and afterwards it does not matter how you progress this character. The main utility of this character is already working. This is the Desription of my character I played. The mechanical part works great but some DM's might require more RP requirements. Why your Paladin became a sorcerer and then why he became a Warlock? I hope some people might like this build and try it on their future campaigns.
For anyone that needs more info about this build do not hesitate to contact me on my Discord: Kael Storm#1865
As an Ancients Paladin Divine soul sorcerer mix I can attest even at higher levels few things are still standing after a triple attack via Quickened Spell Booming blade. Also subtle spell is another option for sword and board players to get around somatic requirements. Extend spell is great with the aid spell cast your highest before resting and people still have it for another 8 hours.
I'm currently playing a 14th level character in a short campaign, where we're battling powerful celestials that want to dominate our world. This was the build I had in mind, with Oath of Watchers Paladin and Divine Soul Sorcerer.
First time I played DnD as a player I was already deep into build crafting and since I wanted to make a tank for our party I ended up making Sorcadin without even knowing it was already a thing. But I did 1 level of Paladin then 1 Sorcerer, then Paladin to 6.
Heavy Armor 18 AC
Defense +1 AC
Shield +2 AC
'Shield' spell for the average big hit.
Silvery barbs for the occasional critical hit or saving friends.
+ Dodge or Protection from Evil and Good
+ Divine soul sorcerer's 'Favored by the gods' for the saving throws.
I'm playing a hexbard inspired by one of your prior videos. We're playing to level 12-15, so I plan to cap it off with two paladin levels to add smites with 5th+ level spell slots.
Polearm mastery + war caster = booming blade opportunity attack + smites if they even approach me.
"Divine Smite
2nd level
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8." ................. caps at 4th level slots: 1st = 2d8; 2nd = 3d8; 3rd = 4d8; 4th = 5d8
Remember when Charisma was the dump stat? Now I wonder if maybe WotC over-compensated? I plan on using CON based sorcerers going forward - but I don't think that would hinder this particular build much.
Keep it up Kelly and Monty! I love your content.
15:17 you only get metamagic options at 3rd level, so a 9th level ability.
I do think a bard might be better (or at least more fun then a sorcerer).
bard vs sorcerer multiclass:
level base bard divine soul sorcerer
1/2 jack of all trades, healing word, inspiration, song of rest shield/healing word/favored by the gods
3 expertise, subclass (will recommend 2 specific ones) metamagic (quickened spell), spiritual weapon
4/5/6 inspiration (d8) recharges on sr, subclass feat, countercharm spirit guardians, quickenable 3rd level spells
at level 10 bards will get magical secrets, allowing for greater steed and a spell like holy weapon. This will give you acces to the holy weapon spell with this multiclass at a level where a straight paladin won't even have acces to it (level 16 vs 17 straight class)
So, now I think there's 2 good choices for bard subclasses:
swords bard: if you want a 1 handed weapon and a shield, this class will make you about as durable as the 'shield' sorcerer. Especially if you reach level 5 and bardic inspiration recharges.
Lore bard: If you really don't want the sorcerer to get any real benefit you take lore bard. Your cutting words work a bit like shield (although a bit worse) and magical secrets means that you can also take spiritual weapon/spirit guardians.
A sorcerer paladin will probably have higher damage potential, but going bard gives you a versatility that makes it more fun. The paladin is already 1 of the best damage bursters in the game, so I don't feel like it's really needed to make him even more of that.
Zegon Azaziel, a hobgoblin I made for a level 10 one-shot, was a vengeance Paladin with one level of Divine Soul. Just that one level made him feel much more “caster-y,” and he was a blast to play.
Kelly looking great with that hat! That's some fanatic drip you got there. Keep up the good work guys!
im running a Paladin 2 Sorcerer 10. Hill Dwarf Draconic Sorcerer, Tough & War Caster.
A shit ton of HP, +6 in CHA, and fire elemental affinity. I use illusionist bracers to get two attacks with green-flame blade for 2d8+6 +1d8+7(7 str) + any smite damage per swing. An absolute nova lad
I can't wait till you upload a TH-cam vid about the
"Oath of the Hexes Paladin" it sounds great
I played an ancients paladin7 divine soul 5 and if a Paladin feel like a sports car, the sorcerer levels feel like that same sports car with Nos and a turbo charged engine. It’s so much fun
This was the first multiclass build I ever did :D
Friend ran a 20th level one shot. Made a oath of the open sea / storm sorcerer sorcadin. Thematically it was great and it actually made the tempestuous magic from sorcerer prevalent. And that quicken booming blade for three smites was nuts.
I so prefer Spell Points over Spell Slots. great vid
Did exactly this for a Curse of Strahd campaign, more in a whim, but I utterly wrecked a lot of difficult combat encounters.
Took plenty of hits too, didn't take DM long to realize I couldn't do multiple serious encounters per day. Lots of resource management, and expectation of being mobbed by my own personal dedicated vampire spawn foes...
Why wait untill 7th to take sorcerer? I'd take it early and get green flame blade and booming blade when you only have one attack. Plus you can grab shield when you still only have chain armor and a ranged attack cantrip like fire bolt. If you actually play the early levels, then you don't want to wait for the split.
Not really on topic, but i love your hat