Oath of the Crown Paladin 6 / Hexblade Warlock 6

Your Role: Frontline tank and party protector. You smite enemies with divine radiant damage, blast at range with Eldritch Blast, and make your entire party harder to kill with Aura of Protection.


At a Glance

Race: Half-Orc (extra crit damage via Savage Attacks, Relentless Endurance to survive a killing blow 1/long rest) Other strong picks: Zariel Tiefling, Shield Dwarf, Half-Elf Background: Noble or Guild Artisan (Persuasion proficiency)

Stats: STR 8 / DEX 10 / CON 14 / INT 10 / WIS 12 / CHA 17 Charisma is your everything. Attacks, spells, smites, Aura of Protection, and social checks all scale with it. You don't need Strength because Bind Hexed Weapon replaces STR with CHA on weapon attacks.

Skills from Paladin: Persuasion, Athletics Skills from Warlock: Arcana, Deception


Level-by-Level

Level 1 -- Paladin 1 (Oath of the Crown)

Why start Paladin: Proficiency in ALL armor (including heavy), ALL weapons, shields, and WIS + CHA saving throw proficiencies. Starting Warlock would only give you light armor and simple weapons, forcing you to wait for Hexblade's medium armor. Starting Paladin means you're in plate mail from day one.

You gain:

Gameplay: Equip the heaviest armor you can find. Chain mail + shield = 18 AC at level 1. You're extremely durable but limited to basic weapon attacks. This is fine; you're tanking and using Channel Divinity to support the party.

Oath Warning: Oath of the Crown tenets are Law, Loyalty, and Responsibility. Triggers that break your oath include: attacking the tieflings guarding Lae'zel's cage, evading arrest, prodding the Exhausted Bird, and breaking sworn promises. Play it straight and you'll be fine.


Level 2 -- Warlock 1 (Hexblade)

The build comes alive. You choose the Hexblade patron and immediately get a massive power spike.

You gain:

Gameplay shift: Bind your weapon immediately. Every melee attack now uses CHA. Open fights with Hexblade's Curse on the biggest threat.


Level 3 -- Warlock 2

Your ranged game becomes elite.

You gain:

This is your "safe" level. EB + Agonizing + Repelling is now your bread and butter for any situation where melee isn't ideal. At range, you're outputting 1d10 + CHA per beam with knockback. In melee, you have Bind Hexed Weapon + Hexblade's Curse + weapon attacks. You're solid everywhere.


Level 4 -- Paladin 2

Divine Smite unlocks. This is the payoff for the Paladin side of the build.

You gain:

Why this matters: Warlock slots recharge on short rest. You can smite twice, short rest, smite twice more, short rest, smite twice more -- all before needing a long rest. No other Paladin gets this kind of smite economy.


Level 5 -- Paladin 3

You gain:

Gameplay: You now have three Channel Divinity options (Righteous Clarity, Champion Challenge, Turn the Tide). Champion Challenge + Turn the Tide makes you a legitimate tank/healer hybrid. Command is excellent crowd control -- "Grovel" forces a target prone, granting your melee allies Advantage.


Level 6 -- Paladin 4

You gain:


Level 7 -- Paladin 5

Major power spike: Extra Attack.

You gain:

Combat rotation: Hexblade's Curse (bonus action) -> two weapon attacks with Bind Hexed Weapon -> each hit benefits from CHA to-hit/damage, Curse proficiency bonus damage, and crit threshold reduction. If the target dies, you heal. If you crit, you smite. If you need range, EB + Agonizing + Repelling handles it.


Level 8 -- Paladin 6

The reason you went 6 levels into Paladin.

You gain:

This is the Paladin capstone for this build. From here, every remaining level goes into Warlock.


Level 9 -- Warlock 3

You gain:


Level 10 -- Warlock 4

You gain:


Level 11 -- Warlock 5

Big Warlock power spike.

You gain:


Level 12 -- Warlock 6

You gain:


Gear to Grab

Act 1

Phalar Aluve (longsword) Where: Underdark, stuck in a stone near Selunite Outpost (X: 116, Y: -192). Pass a Religion or Strength check to pull it. Why: Excellent longsword with party-wide buff/debuff aura. Sing mode adds 1d4 Thunder to allies' attacks; Shriek mode debuffs enemies. Best Act 1 weapon for this build.

Adamantine Splint Armor Where: Grymforge, crafted at the Adamantine Forge using Splint Mould + Mithral Ore Why: 18 AC, incoming crits become normal hits, attackers are knocked Reeling (-1 to attack rolls). Best armor until Act 3. The Splint Mould is in the lava area past the Grymforge waypoint. Mithral Ore is found in two deposits in the Underdark/Grymforge area.

Adamantine Shield Where: Grymforge, Adamantine Forge using Shield Mould + Mithral Ore Why: +2 AC, Shield Bash reaction that knocks attackers Reeling, crits become normal hits. If you can only forge two items, prioritize this + the Splint. Shield Mould is on the south side of the Grymforge near some Duergar.

Strange Conduit Ring Where: Creche Y'llek, Inquisitor's Chamber, inside an Elegant Chest (X: 1360, Y: -657). Reach via Mountain Pass -> Rosymorn Monastery -> Creche. Need Githyanki Barrier Disruptor from Kith'rak Therezzyn (persuade or kill). Why: +1d4 Psychic damage on all weapon attacks while Concentrating on a spell (Hex, Bless, etc.). Stays relevant the entire game.

Blood of Lathander (mace) Where: Rosymorn Monastery, hidden chamber past the Creche. Requires placing the Dawnmaster's Crest in the correct slot. Careful: there's a trap that can destroy the weapon if you don't disarm it. Why: Legendary mace: sunbeam once per long rest, auto-heal to 2-12 HP when downed (once per long rest), and undead/fiends within 6m at dawn take radiant damage.

Disintegrating Night Walkers (boots) Where: Grymforge, looted from True Soul Nere after freeing/killing him Why: Can't be Enwebbed, Entangled, or Ensnared; can cast Misty Step once per short rest. Huge mobility for a heavy armor build.

Haste Helm Where: Blighted Village, locked chest (X: 29, Y: 405) Why: At start of combat, gain 3 turns of Momentum (+1.5m movement). Nice quality of life for a heavy armor character.

Infernal Iron (x3-4) Where: Blighted Village basement (locked chest), Goblin Camp (Dror Ragzlin's hoard), Zhentarim Hideout (chest), Grymforge (Stonemason Kith -- pass observation checks or buy) Why: Give to Dammon in Act 2 for Flawed Helldusk Armor pieces AND Karlach's heart repairs. Collect all you can find.

Act 2

Shield of Devotion Where: Sold by Quartermaster Talli at Last Light Inn Why: +1 shield that grants Aid (bonus max HP) once per long rest.

Potent Robe -- Give this to your Shadow Sorcerer, not this character. You wear heavy armor.

Eversight Ring Where: Gauntlet of Shar Why: Immunity to Blindness. Useful for party members near your Darkness spells.

Act 3

Helldusk Armor Where: House of Hope, defeat Raphael. Access via Helsik at the Devil's Fee in Lower City. Why: Best armor in the game. 21 AC, fire resistance, -3 all damage, Fly spell (no Concentration). The chest piece doesn't require heavy armor proficiency, so any class can wear it.

Birthright (helmet) Where: House of Hope treasure hoard Why: +2 CHA. Pushes you past 20 CHA to 22 for even more Aura of Protection / EB / smite damage.

Viconia's Walking Fortress (shield) Where: House of Grief, Shadowheart's Act 3 questline in Lower City Why: +3 shield with Spellguard (Advantage on saves vs spells), Warding Bond reaction, and Reflective Shell. Best shield in the game.

Cloak of Displacement Where: Sold by Entharl Danthelon at Danthelon's Dancing Axe, Wyrm's Crossing Why: Attackers have Disadvantage against you until they hit you. Resets each turn.


Quick Tips

Short rest after every 1-2 fights. Your Warlock slots (your smite fuel) recharge on short rest. Two short rests per long rest means up to 6 smites per day from Warlock slots alone, plus your Paladin slots.

Aura of Protection is always-on. Make sure it's activated. Keep your squishiest party members within 10 ft / 3m of you during fights. Position carefully.

EB is not just a fallback. 3 beams x (1d10 + 5 + knockback) is 3d10+15 force damage with triple displacement. Use it to shove enemies off cliffs, into hazards, or away from your backline. It's often better DPR than melee if you can't reach the target.

Stack Hexblade's Curse + Hex on priority targets. Turn 1: Curse (bonus action) + 2 attacks. Turn 2: Hex (bonus action) + 2 attacks. Now every hit does weapon + CHA + prof bonus (Curse) + 1d6 necrotic (Hex).

Smite on crits. Hexblade's Curse reduces your crit range by 1 (crit on 19-20). Wait to see if you crit before declaring a smite, since smite damage dice are doubled on a crit.

Don't forget Spiritual Weapon. It costs a bonus action to cast (Paladin 2nd-level slot) but then attacks on its own each turn with only a bonus action. It lasts 10 turns with no Concentration. Excellent action economy when you don't need Hex/Curse on a given turn.


Party Gear Assignments

This build gets: Helldusk Armor, Birthright (+2 CHA), Viconia's Walking Fortress, Strange Conduit Ring

Passes to others:


Revision #6
Created 2026-04-05 21:56:29 UTC by Cruv
Updated 2026-04-06 02:13:28 UTC by Cruv