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#rather like hunter's mark or a hexblade's curse
utilitycaster · 4 months
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icb I spent 4 hours writing meta about free will and then in CR Cooldown Laura just straight up
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grailfinders · 3 years
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Fate and Phantasms #157
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Today on Fate and Phantasms we’re making Emiya Alter! No, not that one, the one they gave a really dumb nickname to.
Anyway, Demiya is a Vengeance Paladin to take down anyone who would threaten humanity (and protect himself from mind control nonsense) as well as a Hexblade Warlock to project whatever blades he might need straight into enemies. I know he made the deal with Alaya, but it made him good with swords, so it’s probably fine.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Man’s worst nightmare
Race and Background
Despite your arguments to the contrary, you’re still a Human, giving you +1 Strength and +1 Dexterity. You also get proficiency in Insight to be a better investigator, and the Fighting Initiate feat, because paladins don’t get the Archery fighting style normally. This gives you +2 on ranged weapon attacks.
What was it that turned you to the path of Alterness? Whatever it was, it made you a Haunted One, giving you proficiency with Investigation and Arcana, as well as a healthy hatred for anything Kiara-based.
Ability Scores
You’re good with guns and small swords, plus you fight shirtless, so make sure your Dexterity is as high as possible. Second is going to be Charisma. You’re a pretty scary guy, we need it for multiclassing,and it’ll help you shoot good later. Your Wisdom is also pretty good, thanks to your built-in mental protection. You’re too affected by your Alterfication to get affected by anything else. Your Strength isn’t that bad, you do use melee weapons too at times and we also need it for multiclassing, but your Constitution is rather low. Kintsugi is very pretty, but it’s not a great way to build a person. Finally, we’re dumping Intelligence. It’s less that you’re dumb, more that you just absolutely don’t care about stuff enough to get scholarly on most subjects.
Class Levels
1. Paladin 1: Paladins get better hit dice and the martial weapons we need for that Fighting Initiate we got, so we’re kinda stuck starting there. First level paladins get proficiency with Wisdom and Charisma saves, as well as two paladin skills. Intimidation is pretty self-explanatory, but you also get Athletics. Look, you’ve got pretty good abs, they had to come from somewhere.
You also get a Divine Sense, letting you sense threats to humanity nearby, and Lay on Hands for a bit of free healthcare for you or whoever else you touch. You get 5 hp of healing per paladin level per long rest, and you can use 5 points from that amount to heal a poison or disease.
Yeah, first level isn’t particularly in-character, but it’ll get better later.
2. Paladin 2: Second level paladins get another Fighting Style, so grab Close Quarters Shooter from the underdark UA for sick melee ranged attacks. This negates the disadvantage caused by making a ranged attack near hostiles, your ranged attacks ignore all but full cover, and you get another +1 to ranged attack rolls.
You also learn how to cast an prepare Spells using your Charisma. You can either use your new spell slots for, y’know, spells, or for a Divine Smite to add on extra radiant damage to a melee attack. Ranged attacks in melee range don’t count, sadly.
As far as prepared spells go, Detect Evil and Good can help hunt down baddies, ditto with Protection from Evil and Good. 
3. Paladin 3: At third level, you can at long last devote yourself to Vengeance!, giving you the spells Bane to trip up foes and Hunter’s Mark to stick some serious damage onto your enemies over time. You also get Channel Divinity once per short rest that you can use in two ways.
Abjure Enemy spends an action to force a wisdom save (DC 8+charisma mod+proficiency) or one creature is frightened for up to a minute or until it takes damage. While frightened, it can’t move. On a success, the creature’s speed is halved for a minute or until it takes damage.
Alternatively, you can swear a Vow of Enmity as a bonus action, giving you advantage on attacks against a nearby creature for a minute or until it hits 0 hp.
You also get Divine Health, making you immune to disease. Like half your body is gold, it’s not like sniffles are a big concern at this point.
4. Paladin 4: Use your first Ability Score Improvement to grab the Crossbow Expert feat. There’s a lot of overlap with Close Range Shooter, but you can now attack multiple times per turn with a crossbow, and you can use your bonus action to attack with a hand crossbow if you attack with a one-handed weapon with your main action. Unfortunately, that’s the one kind of crossbow that won’t work with warlocks, but for now it’s fine.
5. Paladin 5: Fifth level paladins get an Extra Attack, letting you attack twice per turn anyway! Making great use of feat you just got.
You also learn second level spells! Your freebies are Hold Person and Misty Step. Admittedly neither are really in character for you, but if you want to power game Hold Person gives you guaranteed critical hits on the held person, which is super busted when combined with your smites. Food for thought.
Otherwise you can use Magic Weapon and other smites to make normal swords into fancy magic swords.
6. Warlock 1: Bouncing over to warlock for a bit puts you in a pact with an even fancier magic weapon: a Hexblade. You might not have a soul any more, but you do have a Hexblade’s Curse, which you can put on one unlucky bastard as a bonus action once per short rest. The target’s cursed for 1 minute, during which: You add your proficiency to damage against the target, crit on 19s, and you gain HP equal to your warlock level+your charisma modifier when they die.
You also become a Hex Warrior, turning one non-two handed weapon into a charisma based weapon instead of dexterity or strength. You can also use this on any kind of weapon made with your pact weapon feature later.
Finally, you get Pact Magic, which is pretty similar to your old magic except it recharges on short rests instead of long ones. While the spell slots don’t blend like other multiclassing builds, you can use warlock slots to cast paladin spells and vice versa.
Speaking of warlock spells, you get Eldritch Blast to summon gunfire and Sword Burst to summon swords right into people. You also get Cause Fear because that’s most people’s natural reaction to you and Expeditious Retreat to stay in archery range. Just because you can fight in melee range doesn’t mean you should.
7. Warlock 2: Second level warlocks get Eldritch Invocations. Like usual, we’re saving one for level three, but you still get Armor of Shadows now for free Mage Armor on yourself. Now you can finally rip your shirt off and make Kintoki jealous!
You also learn Comprehend Languages. Alaya probably wouldn’t drop you off in someplace without giving you the language to get around, right? Right?
8. Warlock 3: Your pact boon, as you can probably guess, is the Pact of the Blade, letting you summon pretty much any melee weapon you could want as an action. It also counts as magic for overcoming resistance, making the Magic Weapon thing from earlier pointless.
That invocation we were saving becomes Improved Pact Weapon, which expands your pact weapon choices to pretty much any ranged weapon you could want and it gives any weapon you make +1 to attacks and damage.
Honestly there aren’t that many second level spells that I think really fit Emiya as a warlock, but Blur is nice. If you’re going to be nameless, you might as well be faceless too, I guess.
9. Paladin 6: Going back to paladin for a bit lets you create an Aura of Protection, adding your charisma modifier to any save you or allies within 10′ of you make. It’s not an enormous buff, but a +2 is a +2, take what you get.
10. Paladin 7: Seventh level vengeance paladins are Relentless Avengers. When you hit a creature with an attack of opportunity, you can move half your speed as part of the reaction an ignore opportunity attacks. Like a lot of paladin goodies, this doesn’t pair well with your guns, but you do have swords as well.
11. Paladin 8: Another ASI at last! Bump up your Charisma for better saves and spells.
12. Warlock 4: Use this ASI to become Tough for an extra 24 HP now and another 2 each level. If you want to get in close, you’d better be able to take a hit. Also, you’re part gold. Sure it’s a soft metal, but it’s still a metal. That’s worth a few HP.
You also learn True Strike because I’m really hoping you’re aiming those things, and Shadow Blade for yet another sword you can summon.
13. Warlock 5: Fifth level warlocks get another invocation and a third level spell. Spirit Shroud makes all your swords a little bit sharper, dealing extra damage to and slowing down creatures in a 10′ radius. You also get Eldritch Smite, which burns through warlock slots to deal extra force damage, and can be used with ranged weapons.
14. Paladin 9: Ninth level paladins also get third level spells, like Haste which adds to your AC, bumps up your speed, and gives you and extra action for the duration. When the spell ends you have to take a turn to chill, but it’s totally worth it. You also get Protection from Energy, which... I mean if someone’s throwing around acid arrows, yeah go for it. Otherwise you can get more smites and Elemental Weapon for more fancy weapons.
15. Paladin 10: Tenth level paladins get an Aura of Courage, preventing allies in it from being frightened. I’d be more worried about charms, but honestly your wisdom save is pretty good at this point.
16. Paladin 11: Your Improved Divine Smite means you can add radiant damage to melee attacks even when you have no spell slots to burn; unfortunately that’s still just melee attacks, not ranged attacks.
17. Paladin 12: At seventeenth level you can finally use this ASI to bump your Charisma up past the point where your dexterity started, meaning your attaks finally get a bit more accurate thanks to being a Hex Warrior. This also bumps up your spell effectiveness and all your saves.
18. Paladin 13: Thirteenth level paladins get fourth level spells, like Banishment and Dimension Door. You also get access to yet another new smite for yet another new sword.
19. Paladin 14: Your last mainline paladin goodie is a Cleansing Touch, spending an action to end a spell affecting yourself or a willing creature charisma mod times per long rest. You’d think this anti-Kiara protection is coming late, but to be honest you probably should be level 20 to take on a Beast of Humanity.
20. Paladin 15: Your capstone level makes you a Soul of Vengeance, letting you make opportunity attacks on a creature affected by your Vow of Enmity if they try to attack anyone. Again, this only affects melee attacks.
Pros:
Mixing your Hexblade’s Curse and Vow of Enmity together means you’re really good at dealing crits with basically four times the odds of critical attacks each attack compared to your regular fighter. This is especially good for a character that can double smite like you can, dealing serious burst damage easily.
You also deal consistent damage with a +14 to hit and several different ways to stick more damage onto your attacks, like the afforementioned curse, Hunter’s Mark, or Spirit Shroud.
Thanks to your warlock slots recharging on short rests, you can go ham on smites a bit more than most people could, making your Unlimited Lost Works available to you more than other paladins.
Cons:
You’re a paladin specializing in ranged attacks. Admittedly the only things really making you a ranged fighter are your fighting styles, which can easily be changed, but if you’re playing to character you’ll find it a bit harder to use your paladin features.
Another reason staying at range is a good idea is your Concentration saves are really bad, with a total of +0 and no way to improve them.
Starting as a paladin but then adding in hexblade later means you have something of an awkward beginning, with your first couple ASIs not really contributing much to your character, with those first few mostly making up for your weaknesses rather than playing to your strengths.
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