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→Charisma as your main Spellcasting modifier
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==Charisma as your main Spellcasting modifier== | ==Charisma as your main Spellcasting modifier== | ||
'''1.''' '''8 Paladin + 4 Sorcerer / 6 Paladin + 6 Sorceror / 5 Paladin + 4 Sorceror + 3 Fighter:''' An evolution of the Divine Smite build listed above, the inclusion of Sorceror levels instead of Fighter levels reduces the number of attacks we can make in a single turn, but allows us to cast spells as a bonus action using '''Quicken Magic.''' 5 levels of Paladin give us two attacks per action, while 3 levels of Sorceror is mandatory for a single use of '''Quicken Magic''' per Long Rest. Alternatively, 8 levels of Paladin give us another feat, as well as Auras depending on your Oath. At level 6 Sorceror, we can use '''Quicken Magic''' twice per Long Rest; I would not recommend going past 6 levels of Sorceror, unless you ''really'' want a cast of '''Twinned Spell''' or something. 2 levels of Fighter give '''Action Surge,''' while 3 levels of Fighter allow us to take '''Battlemaster''' or '''Champion''' for better Striking. | |||
*This build is very linear, but allows for enough spell slots to have meaningful choices in how we approach combat scenarios. Typically you will want to spend your spell slots on Divine Smite or Hold Person for very reliable, self-sufficient damage, but you will have access to spells like Haste, Fireball, or Counterspell with 5 levels of Sorcerer or higher. | *This build is very linear, but allows for enough spell slots to have meaningful choices in how we approach combat scenarios. Typically you will want to spend your spell slots on Divine Smite or Hold Person for very reliable, self-sufficient damage, but you will have access to spells like Haste, Fireball, or Counterspell with 5 levels of Sorcerer or higher. | ||
*At 6 Paladin and 6 Sorcerer, you will have 4/3/3/3/1 spell slots, respectively. | *At 6 Paladin and 6 Sorcerer, you will have 4/3/3/3/1 spell slots, respectively. |