Paladin / Warlock “Padlock”Multiclass Build Guide — D&D 5e
Short-rest slots refill your Smites, and Eldritch Blast covers your ranged blind spot.
The synergy
Why Paladin / Warlock Works
Warlock Pact Magic slots recharge on a short rest. Divine Smite accepts any spell slot. Two short rests per day means six extra Smites beyond what a pure paladin can manage — and you never have to ration them because they are coming back in an hour.
Eldritch Blast + Agonizing Blast (Charisma to damage) gives the paladin a reliable ranged option for the first time. Pure paladins throw a javelin and hope; a Padlock fires 1d10+CHA force damage at 120 ft, scaling with character level. Flying enemies and kiting encounters stop being a problem.
The dip is shallow: 2 levels for Eldritch Blast + 2 invocations + short-rest slots, or 3 levels for a Pact Boon (Blade for melee focus, Chain for utility). You stay mostly paladin and lose almost nothing from your oath progression.
Ability priority: CHA → STR → CON — Charisma powers Eldritch Blast, paladin spells, and Aura of Protection. Strength for melee. Constitution for durability.
When to take what
Level Breakpoints
What makes it tick
Key Features & Spells
Counsel
Frequently Asked
Should I dip Warlock before or after Paladin 6?
After Paladin 6 for Aura of Protection first. Some builds take Warlock 1 at character level 2 for Hexblade (CHA to melee), then Paladin 2-6, then Warlock 2-3. Both work; Hexblade-first is more MAD-friendly.
Which patron is best for Padlock?
Hexblade is optimal — CHA to melee attacks means you can dump STR and go full Charisma. Fiend gives temp HP on kills (great in hordes). Others work but Hexblade is the standard pick.
Warlock 2 or 3?
Warlock 2 is the efficient breakpoint: Eldritch Blast + 2 invocations + short-rest slots. Warlock 3 adds Pact of the Blade (if not Hexblade) or Pact of the Chain (familiar). Take 3 only if the Pact Boon matters to your build.
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