Oath of the Crown Paladin 6 / Hexblade Warlock 6
Baldur'
Your Role: Frontline tank and party protector. Smite enemies with radiant damage, blast at range with Eldritch Blast, and boost your entire party's Gatesaving 3throws Levelingwith GuideAura of Protection.
At a Glance
Your Role: Frontline tank and party protector. Smite enemies with radiant damage, blast at range with Eldritch Blast, and boost your entire party's Gatesaving 3throws Levelingwith GuideAura of Protection.
Race: Half-Orc (Patchextra crit damage, survive a killing blow once per day)
Background: Noble or Guild Artisan (Persuasion)
Stats: STR 8 / HotfixDEX 36)10
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TableCON of14 Contents
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Build10Overview/ RaceAbility Scores (Point Buy)Background & SkillsLevel-by-Level ProgressionRespec GuidanceFinal Build Summary at LevelWIS 12Gear Checklist by ActKey Tactics RemindersParty Gear Assignments (8-Person Party)
Build Overview
This build splits evenly between/ OathCHA of17
theCharisma Crownis Paladinyour everything -- attacks, spells, smites, and Hexbladeparty Warlock. The Paladin half provides Divine Smite, Extra Attack, heavy armor, and the game-changing Aura of Protection (+CHA modifier toaura all savinguse throws for you and nearby allies). The Hexblade half provides Bind Hexed Weapon (attack with CHA instead of STR), short-rest spell slots for more smites, Eldritch Blast as a ranged powerhouse, and the Accursed Spectre summon.
The level order below is designed so you never feel weak at any point and you get your bread-and-butter Eldritch Blast + Agonizing Blast + Repelling Blast online by level 3.
Race
Half-Orc remains the top pick. Savage Attacks adds an extra weapon damage die on crits, and Relentless Endurance keeps you standing once per long rest. Hexblade's Curse reduces your crit threshold, so Savage Attacks triggers more often.
Other strong picks: Zariel Tiefling (free Searing Smite/Branding Smite), Shield Dwarf (bonus HP, armor proficiency redundancy as safety net), Half-Elf (extra skill, Darkvision, Fey Ancestry).
Ability Scores (Point Buy)
Alternative: Drop WIS to 10, raise DEX to 12 for slightly better Initiative.
Background & Skills
Noble or Guild Artisan for Persuasion proficiency.
From Paladin (level 1): Persuasion, Athletics
From Warlock (level 2): Arcana, Deceptionit.
Level-by-Level Progression
Level 1 -- Paladin 1 (Oath of the Crown)
WhyStart startPaladin Paladin:for Proficiencyheavy in ALL armor (including heavy), ALL weapons,armor, shields, and WISall + CHA saving throwweapon 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:
Heavy Armor + Shield + Martial Weapon Proficiency- Lay on Hands
(5--HPSmall healingpool,poolcuresfordiseases/poisons) Divine Sense(detect celestials, fiends, undead nearby)emergencies- Righteous Clarity
(Channel Divinity)--GrantChannelproficiency bonusDivinity to buff an ally's attack rollsfor you or an ally. Strong buff for the whole early game. - Champion Challenge
(Channel Divinity)-- Forcenearbyenemies to attack onlyyou. Their attacks against other targets get Disadvantage.you
Gameplay:
Oath
warning:Warning:Oath of the Crown tenets are Law, Loyalty, and Responsibility. Triggers thatDon't break promises, evade arrest, or attack innocents or your oathinclude: 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.breaks.
Level 2 -- Warlock 1 (Hexblade)
The build comes alive. You choose the Hexblade patron and immediately get a massive power spike.
You gain:
Hex Warrior-- Medium armor, shield, martial weapon proficiency (redundant with Paladin, but the real prize is below).- Bind Hexed Weapon -- Your
main-handweaponweaponattacks nowusesuse Charismaforinsteadattackofand damage. This is the build's engine. You can dump STR entirely.Strength - Hexblade's Curse -- Bonus action
tocurseafortarget.extraAddsdamageproficiencyandbonushealingtoondamage, reduces crit threshold by 1, heals you (Warlock level + CHA mod) when the cursed target dies.kill Cantrips (pick 2):Cantrips:- Eldritch Blast
--+YourBoomingranged bread and butter. Scales with total character level (not Warlock level), so it gains beams at levels 5 and 11.Blade Booming BladeSpells:-- Melee cantrip with bonus thunder damage. Punishes enemies who move after being hit.
- Eldritch Blast
Spells KnownShield (pick 2):Shield(Hexblade expanded) -- Reaction,+5 ACuntilreaction)your+next turn. Best defensive spell in the game.- Wrathful Smite
(Hexblade expanded) -- Bonus action smite that adds psychic damage and can Frighten.
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:
2nd Warlock Spell Slot-- Two short-rest slots now.Eldritch Invocations (pick 2):- Agonizing Blast --
AddsAdd CHAmodifierto each Eldritch Blastbeam. This is the single biggest damage increase for your ranged output.beam - Repelling Blast -- Each
EBbeam pushesthe target up toenemies 4.5m(15 ft). Combined with Agonizing Blast, EB becomes a ranged cannon that also controls positioning. Push enemies off cliffs, out of chokepoints, or away from your backline.
back- Agonizing Blast --
NewSpell:SpellHex (pick 1):Hex-- Bonus action,bonus 1d6 necrotic oneveryallhithitsagainstvs thetarget. Stacks with Hexblade's Curse. Moves to a new target when the current one dies.target)
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:
- Divine Smite --
WhenSpendyouspellhitslotswithforahuge radiant burst damage on meleeweapon attack, spend a spell slot to deal bonus radiant damage (2d8 at 1st level, +1d8 per slot level above 1st, +1d8 vs undead/fiends). This works with yourhits. Warlockspell slots, whichslots recharge on shortrest.rest,Yougivingnow haveyou renewable smite fuel. - Fighting
Style --Style: Defense -- +1 ACwhile wearing armor. Pushes your AC even higher. - Paladin
SpellcastingSpells:-- Access to Paladin spell list. Prepare spells from:Command,Compelled Duel (Crown oath spells, always prepared),Thunderous Smite, Cure Wounds,Bless.Bless
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:
- Oath Spells: Command + Compelled Duel (always
prepared, don't count against your limit)prepared) - Turn the Tide
(Channel Divinity)--Shout toAoE healall nearby non-enemy creatures. Small but useful mass heal at level 3. 2ndwith Channel Divinitycharge
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:
Feat or ASI:Feat:- +2 CHA (
17 ->to 19),iforyou're planning to take another +2 at the next ASI to cap at 20, OR - Resilient
(Constitution)CON,--or+1 CON (14 -> 15), proficiency in CON saving throws. Massively improves Concentration on Hex/Bless. This is the competitive pick if you value consistency. - War Caster
-- Advantage on Concentration saves, cast spells as opportunity attacks (Booming Blade AoO is devastating). Strong alternative.
- +2 CHA (
Note:If you take Resilient (CON) here, your CHA stays at 17 until your Warlock ASI at level 10. This is a tradeoff -- your to-hit and save DC stay slightly lower, but your Concentration is rock-solid. If that bothers you, take +2 CHA here and Resilient later.
Level 7 -- Paladin 5
Major power spike: Extra Attack.
You gain:
- Extra Attack -- Two
weapon attacksswings perAction.Action,Doublesdoubles your meleeDPR and doubles the chances to proc Hexblade's Curse bonus damage. 2nd-Level Paladin Spell Slots-- Your Paladin slots upgrade.damage- Oath Spells: Warding Bond + Spiritual Weapon (
Crown, always prepared)Spiritual Weapon is abonus actionsummonsummon,thatnoattacks independently. It lasts 10 turns and doesn't require Concentration. Excellent action economy.Warding Bond links you to an ally, granting them +1 AC and resistance to all damage, but you take the same damage they take. Use on squishy backliners if you have HP to spare.Concentration)
Combat rotation is now: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:
- Aura of Protection --
You and allAll allies within 10ftfeet(3m)getgainyouraCHAbonusmodifier added to ALL savingthrowsthrows.equalAtto20yourCHACharismathatmodifier. With 18 CHA, that'sis +45 to every save for your whole frontline.With 20 CHA, it's +5. This is widely consideredthe single most powerfulBest party buff inBG3.theIt makes your entire group dramatically harder to CC, frighten, charm, or kill with save-or-suck spells.game.
This is the Paladin capstone for this build.From here, every remaining level goes into Warlock.
Level 9 -- Warlock 3
You gain:
Pact Boon --Pact of the Tome --SinceThreeyou already have Extra Attack from Paladin 5, you do NOT need Pact of the Blade. Pact of the Tome gives you three additionalfree cantripsfrom(grabany class list (Guidance, Shillelagh, and a third of your choice)Guidance).AtFree Haste/Animate Dead/Call Lightning at Warlock5, you'll also gain bonus spells: Animate Dead, Call Lightning, and Haste (usable once per long rest each, no slot cost).5.Alternative:Tactician/Balanced: Pact of the Blade--insteadOn Tactician/Balanced difficulty, Deepened Pact Extra Attack stacks with Paladin Extra Attack for(3 attacks peractionAction at Warlock5.5).OnHonor Mode, they do NOTDoesn't stack.If you're playing Tactician, Blade is the damage king. Ifon HonorMode, take Tome.Mode.
2nd-Level Warlock Spell SlotsSpell:--DarknessYourortwo Warlock slots are now 2nd level, making Divine Smites hit for 3d8 radiant.New Spell (pick 1):Darkness-- Creates magical darkness. With Devil's Sight (you don't have it yet but will pick it up at Warlock 5), you attack with Advantage while enemies are blinded inside. For now, it's still useful as area denial.Alternative:Misty Step-- Bonus action teleport. Great for repositioning in heavy armor.
Level 10 -- Warlock 4
You gain:
Feat or ASI:Feat:- +2 CHA
-- If not at 20 yet, get there now. 20 CHA means +5toattacks,reachdamage,20.spellTopDC, Aura of Protection saves, and EB beams. This is the single highest-value ASI in the game for this build. If already at 20 CHA:Savage Attacker(reroll weapon damage),Alert(+5 Initiative), orGreat Weapon Master(if two-handing).
priority.- +2 CHA
New CantripSpell:-- Pick upMinor IllusionCounterspell orwhatever utility you're missing.New Spell (pick 1):Counterspell-- Shut down enemy casters with your Reaction. Extremely valuable in Acts 2-3 where enemy spellcasters become more dangerous.- Hold Person
-- Paralyze humanoid targets. Paralyzed enemies auto-fail STR/DEX saves, grant Advantage to attackers, and melee hits are automatic crits. Crit + Divine Smite = obliteration.
Level 11 -- Warlock 5
Big Warlock power spike.
You gain:
- 3rd-Level Warlock
SpellSlots --Your two short-rest slots areSmites now3rd level. Divine Smite with a 3rd-level slot dealsdeal 4d8 radiant(5d8 vs undead/fiends). That's an average of 18-22.5 bonus radiant damage per smite, twice per short rest. Deepened PactInvocation:-- If you took Pact of the Blade, you now get a second Extra Attack (3 total attacks on Tactician/Balanced, still 2 on Honor Mode). If you took Pact of the Tome, you instead gain once-per-long-rest access to Animate Dead, Call Lightning, and Haste.Eldritch Invocation (pick 1):- Devil's
SightSight,-- See in magical and nonmagical darkness. Now Darkness becomes a devastating combo: cast it, stand inside, attack with Advantage while enemies can't see you. If you already took this, consider: - Mire the
MindMind,--orCast Slow for free once per long rest. Reduces enemy actions and movement. - One with Shadows
-- Turn invisible in dim light/darkness at will. Great for positioning.
- Devil's
New Spell (pick 1):Spell:- Hunger of Hadar
--orArea denial: creates a zone of blindness, cold damage, and acid damage. Pairs with Devil's Sight. Enemies inside can't see, you can.Fly Fly-- Self-explanatory mobility. Strong in many Act 3 encounters.
- Hunger of Hadar
Eldritch Blast also upgrades here to firing 23 beams (at characterthis level
5 it was 2, at level 11 it becomes 3). Wait, EB scales at character levels 5 and 10. At character level 11, you have 3 beams. Each beam does 1d10 + 5 (CHA) + knockback. That's 3d10+15 force damage with three instances of 4.5m pushback per turn as a cantrip.
Level 12 -- Warlock 6
The Warlock capstone for this build.
You gain:
- Accursed Spectre --
WhenRaise acreatureshadowunder your Hexblade's Curse dies, you raise an Accursed Spectreally fromits corpse asaReactioncursed(enemy's corpse. Free, noaction/bonus action/slotcost). The spectre fights alongside you with bonus HP and attack rolls based on your Warlock level and CHA. Less useful in Act 2 (many undead can't be turned into spectres) but excellent in Acts 1 and 3.cost. New Spell (pick 1):Spell:- Blink
Blinkor-- 50% chance each turn to vanish to the Ethereal Plane, making you completely untargetable. Stacks with your heavy armor AC, Shield spell, and Aura of Protection for absurd survivability.- Shadow Blade
-- Summons a psychic damage weapon with Advantage in darkness. Strong with Devil's Sight, but eats your Concentration (so no Hex). Choose based on playstyle.
Respec Guidance
This leveling order is designedGear to avoid dead spots, so you should NOT need to respec. But if you want to squeeze out extra power during specific stretches, here's when Withers is worth visiting:
Don't respec at all if: You're comfortable with the Pal 1 -> Lock 2 -> Pal 5 -> Lock 4 progression above. It's smooth and you're never truly weak.
Consider respec at level 8 (Paladin 6 complete): If you started with a different Paladin oath (like Vengeance for the aggressive early game) and want to swap to Crown for its unique spells, respec here. Withers lets you keep your overall level and redistribute freely.
Consider respec at level 12 (build complete): Once you hit the final level, you can respec to rearrange your invocations, swap spells, or change your Pact Boon if you want to try Blade vs Tome. This is a safe time to experiment since you have all your power budgeted.
If you started pure Paladin by mistake: If you dumped 5-6 levels into Paladin before taking any Warlock, you'll feel the lack of EB + Agonizing painfully in ranged situations. Respec at Withers to follow the level order above, putting Warlock 1-2 at character levels 2-3.
Final Build Summary at Level 12
Gear Checklist by ActGrab
ACTAct 1 -- Don't Leave Without These
Phalar Aluve (longsword) | -- Underdark, stuck in | |
Adamantine Splint Armor | -- Grymforge, | Ore). 18 AC, |
Adamantine Shield | -- Grymforge, Adamantine Forge | Ore). +2 AC, |
Strange Conduit Ring | -- Creche Y'llek, Inquisitor's | +1d4 Psychic |
Blood of Lathander (mace) | -- Rosymorn Monastery, hidden chamber past the Creche. | Disintegrating |
ACT 2 -- Don'tGrymforge, Leave Without These
Act
| ||
| +1 shield | ||
Act | ||
ACT 3 -- Endgame Priorities
Helldusk Armor | ||
Birthright (helmet) | +2 CHA.
| |
Viconia's Walking Fortress | -- +3 | |
KeyQuick Tactics RemindersTips
Short rest after every 1-2 fights.
YourWarlock slots(yourrecharge,smitegivingfuel)yourechargemoreonsmites.short
Keep allies within 10 feet of you. Aura of Protection
isonlyalways-on.worksMakeinsurerange.it's
EBEldritch Blast isnotgreatjustata fallback.range. 3 beamsxat(1d10 +1d10+5+ knockback) is 3d10+15 force damageeach withtripleknockback.displacement. Use it to shovePush enemies offcliffs,cliffs.into
StackWaitHexblade'sforCursecrits+beforeHex on priority targets.smiting.TurnSmite1:diceCurse (bonus action) + 2 attacks. Turn 2: Hex (bonus action) + 2 attacks. Now every hit does weapon + CHA + prof bonus (Curse) + 1d6 necrotic (Hex).
Smitedouble 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 (8-Person Party)
This sectionbuild resolvesgets: gear conflicts across all 8 party builds so nothing is double-assigned.
Items This Build Gets
Helldusk
ArmorArmor,(chest piece)-- You are the primary frontline tank and already have heavy armor proficiency. The -3 all damage, fire resistance, and free Fly (no concentration) are best utilized on the character who is always in melee with Aura of Protection active.Birthright (
helmet,+2 CHA),-- CHA is your attack stat, spell stat, save DC, AND your Aura of Protection modifier. +2 CHA here affects your entire party's saving throws. Nobody benefits more from this helmet.Viconia's Walking
FortressFortress,(shield)-- +3 shield with Spellguard (Advantage on saves vs spells) and Warding Bond reaction. Best shield in the game on the party's primary tank.Strange Conduit Ring
-- +1d4 psychic while Concentrating (on Hex). You attack twice per turn with bound weapon + you're always concentrating on something. Strong fit.
Items This Build
Passes to Othersothers:
- Helldusk Gloves -> Karlach (
Throwbarian). She makes 4-6she attacksper turn vs your 2. The +1d6 fire per hit is worth farmoreonoften).her.Your backup:Gauntlets of Hill Giant Strength (if available, but STR is irrelevant for you) orBackup: Gloves ofDexterityDexterity.(set DEX to 18 for Initiative).
- Helldusk
Boots ->HelmetGloomstalkerAstarion.or Life Cleric.Your backup:Birthright is better for you anyway (+2 CHA).
Helldusk Boots-> Astarion (Hellcrawler teleport fits his mobility).Your backup:Backup: Boots ofPersistencePersistence.(Freedom of Movement + Legendary Resistance).
- Markoheshkir
-> Shadow Sorcerer.Your backup:You don't need a staff. Use a bound one-handed weapon + Viconia's Walking Fortress.
Amulet of Greater Health-> Life Cleric or Gale.Your backup:Amulet of the Devout (+1 spell save DC if found) or any defensive amulet.+
Potent Robe-> Shadow Sorcerer. Youwearuseheavyweaponarmor.shield.
- Potent Robe / Robe of the Weave -> Sorcerer / Gale. You wear heavy armor.
ofGreater Health -> Life Cleric.
BuildBackup:designedAnyfordefensiveBG3amulet.