I am a beginner D&D5e player (1y), playing an Oath of Vengeance paladin, thinking on multiclassing, playing with a fairly unoptimal and small group (w/ 2 wizard).
The world where we are is low on resources (or at least I feel like this):
- EU sized continent with max 50k population; there are weeks of wandering without any animal or humanoid/country, city, village anything), just plain vegetation
- Almost no wizards, clerics, druids, sorcerers (we found around 3 magic user within 9k person, ~10+ city/village)
- Not much money in the world and for the party (under 9 lvl we got total of 6k gold what was burned for wizards and health potions)
- Not much magic item exists (we got like 5 where a bag of holding, +2 spear and +1 magic wand the strongest)
This is a running campaign (not written in advice) and unsure how long we will survive or how long it will goes (what level PCs reach when the campaign ends).
Because I am the only melee and tank~ish* and healer in same time, I have hard time to put down some damage, move, heal. Most of the time I running back-and-forth to save NPCs or wizards, and am having a hard time usually to not die also.
I thinking on multiclassing my paladin at lvl 10 (currently lvl 9 and soon we will hit the next level). Why I think multiclassing helps:
- Get some cantrip (my DM will not let me take the feat where I can have 2 cantrip from clerics)
- Get some ranged option
- Get some extra lvl 1 spells
The options I see
- One level of warlock (not really tempting, hexblade is strong but in general I do not gain much since it is a paladin-first character, but eldritch blast is a very strong option and also a short-rest-reload for one 1st level slot)
- One level of sorcerer (more cantrip, more lvl 1 slot, shield, the firebolt is a good/okay ranged option)
- I would like to reach the lvl 5 slots, so I cant have too much multi-class
What are my doubts?
- Is it worth sacrificing the lvl20 vengeance paladin fly ability for a few slot? (I got advice as "if you don't have better option to fly on lvl 20 then you play in the wrong campaign")
- My DM is not supportive for multiclassing (despite personally he is a min-maxer munchkin power player); saying I had 9 level already to figure out how the paladin could be better/stronger
- What is the value of just a dip (only 1 level) into another class?
I seek experienced based answers ...
... from people who actually played paladin(s) and has more experience than me in D&D. The core problem to solve is a best build for a paladin & multiclassing in a suboptimal groups.
Str: 18, Dex: 8, Con: 16, Int: 8, Wis: 10, Chr: 16.
I have the Polearm Master feat.
Race is a half-elf.
*tank~ish: I don't feel paladin as tank, has like ~2 point higher AC than wizards w/ shield magic, and usually (75%) I got hit by any kind of enemy because 20 AC is not that high.
By action economy, paladin has many concentration, save-or-suck spells and full action required mechanism.
- By lore both Warlock and Sorcerer is available, fit for the story (the campaign heavily influenced by Feys, but fey warlock is quite not impressive for me by toolset)
- From official published sources we can use almost everything, but Tasha / Eberron / Any campaign material is banned or cherry picked apart.