The Lockadin: The Herald of Twilight
(7 Oathbreaker Paladin / 5 Pact of the Blade Warlock)
Forget raw Strength. Forget Dexterity. The Lockadin is the Main Character Syndrome incarnate. By sealing an eldritch pact, this fallen Paladin bends reality to his will through a single ability score: Charisma. He is your party's face, your most resilient shield, and the most enduring Divine Smite engine in Honour Mode.
1. The Trinity of Charisma (The Build's Secret)
Why is this build the pinnacle of optimisation? Because it achieves the ultimate "SAD" (Single Ability Dependent) dream. Your Charisma handles absolutely EVERYTHING:
- The Word: You pass every Persuasion and Intimidation check.
- The Blade (Pact of the Blade): You use your Charisma instead of your Strength for Attack Rolls and Damage Rolls.
- The Aegis (Aura of Protection): Your Charisma bonus is added to every Saving Throw for your entire party.
- The Heresy (Aura of Hate): The Oathbreaker adds yet again his Charisma modifier to melee attack damage.
2. Character Creation & Ability Scores
Your deadliest weapon isn't your sword — it's your arrogance. We are dumping Strength entirely.
- Optimal Race: Half-Orc (Relentless Endurance and devastating critical hits) or Zariel Tiefling.
- Background: Noble, Charlatan, or Soldier.
27-Point Buy Spread:
- Strength: 8 (Leave the dumbbells to the Barbarians)
- Dexterity: 14 (For initiative and meeting medium/heavy armour prerequisites)
- Constitution: 16 (Hit Points and Concentration)
- Intelligence: 8 (Dump stat)
- Wisdom: 10 (Just enough to avoid penalties)
- Charisma: 17 (King stat. +1 from the Hag to reach 18 by Act 1)
3. The Leveling Odyssey (Level 1 to 12)
HONOUR MODE RULE (WARNING)
DANGERUnlike Tactician mode, in Honour Mode, the Paladin's Extra Attack (Lv 5) and the Pact of the Blade Warlock's Extra Attack (Lv 5) do not stack. You will only get 2 attacks per turn. Then why play this build? Because a level 5 Warlock grants you Level 3 Spell Slots that recharge on Short Rests. You can unleash devastating Divine Smites every single fight without ever needing to sleep!
4. Best-in-Slot Equipment (The Tyrant's Armour)
The goal of your gear is to multiply every damage source that scales off your Charisma.
The Diadem of the Trinity
LÉTAL- HEAD (Act 1.5 - Crèche Y'llek): Diadem of Arcane Synergy. Whenever you inflict a Condition (even the Eldritch Blast Cantrip or your Aura counts), you gain "Arcane Synergy". Effect: You add once more your Charisma modifier to your weapon damage!
The Anti-Hero's Arsenal:
- Weapon (Act 3): Sword of Chaos (Murder Tribunal). A greatsword that heals you on every hit. Combined with your Resistances, you become immortal.
- Armour (Act 3): Armour of Persistence (The ultimate protection) or Helldusk Armour.
- Ring 1: Risky Ring (Permanent Advantage on all your melee attacks to guarantee critical hits).
- Gloves: Legacy of the Masters (+2 Attack/Damage).
Objet manqué
Sword of Chaos (Before Act 3)
Plan B — Alternative
Use the Halberd of Vigilance (Act 2, Moonrise Towers Vendor) for deadly reach and bonus force damage.
5. The Symphony of Smiting (Combat Rotation)
You're not here for subtlety. You advance, and you obliterate.
- The Condemnation (Bonus Action): On Turn 1, cast Hex on your target or use Vow of Enmity if you haven't broken your oath yet. This instantly activates your Diadem of Arcane Synergy.
- The Execution (Action): Strike with your two-handed weapon. You attack with Advantage (thanks to the Risky Ring).
- The Final Judgement: You score a Critical Hit? The Reaction window opens. Spend a Level 3 Warlock Spell Slot to trigger a brutal Divine Smite.
- The Resilience: At the end of combat, take a simple Short Rest. Your Warlock Spell Slots are restored. You are ready for the next slaughter.
6. The Operations Manual (Strict Leveling)
Here is the relentless roadmap. No frills, just the mathematical optimisation of your power curve.
The Level-Up Path (1 to 12)
Paladin 1 (Oath of Vengeance): Your absolute priority is surviving in heavy armour. Take Athletics and Persuasion Proficiencies.
Paladin 2: Pick Fighting Style: Great Weapon Fighting. This is where you unlock your first Divine Smites.
Paladin 3: You unlock Vow of Enmity, vital for gaining Advantage against bosses.
Paladin 4: Take the Ability Score Improvement (+2 Charisma) feat. You reach 18 CHA.
Paladin 5: The big milestone! You gain Extra Attack. You now strike twice per turn.
Multiclass -> Warlock 1 (The Fiend): Pick up the Hex spell and the Eldritch Blast Cantrip.
Warlock 2: Take the Agonizing Blast and Armour of Shadows Invocations.
Warlock 3 (Pact of the Blade): CRITICAL STEP. Bind your weapon. You now use your Charisma for melee attacks.
Warlock 4: Take the Shield Master feat or Polearm Master depending on your equipment.
Warlock 5: Your Spell Slots upgrade to Level 3 (rechargeable on a Short Rest). Your Smites hit hard.
Paladin 6: You unlock Aura of Protection. You and your allies add your Charisma modifier to all Saving Throws.
Paladin 7 (The Oathbreaker): Break your Oath. Aura of Hate activates and adds a SECOND instance of your Charisma modifier to your weapon damage. The Apotheosis.
7. Action Economy Management
A good Honour Mode player never wastes a Bonus Action. Here is your mental dashboard for every combat turn.
The Oathbreaker's Dashboard
DANGER🟢 MAIN ACTION:
- Attack with the Pact Weapon (Advantage via Risky Ring).
- Cast Eldritch Blast (If target is out of melee range).
🟠 BONUS ACTION:
- Cast Hex (Turn 1) or transfer it to a new target.
- Cast Vow of Enmity (On a boss for Advantage if no Risky Ring).
- Bonus attack via Polearm Master (if equipped).
🔴 REACTION:
- Divine Smite! (Set it to "Ask on every hit" in your spellbook to only burn your Lv 3 Spell Slots on Critical Hits).
- Opportunity Attack.