Starting with the actual build decision

The most common mistake I see on Paladin Warlock multiclass Guide threads is people assuming they need to split evenly between the two classes. They don't. The build that actually works consistently in play is one of two paths, and picking the wrong one makes the character unplayable past level 10.

How the Paladin Warlock Multiclass Guide actually plays out

There are two viable configurations. The first and most popular: take 2 levels of Paladin first, then dump into Warlock for the rest, dipping back into Paladin only when the capstone or a key feature forces you. The second: start Warlock and go deep, maybe 15 or more levels, with a 2-level Paladin dip at the end for Divine Smite access. Both work. The first is easier to justify narratively. The second maximizes your spell slot pool and invocations at the cost of delaying your smite window. I ran a 17/3 Warlock/Paladin character for a full campaign and the core problem I hit was resource management. You have two separate spell slot pools that don't merge. Your Warlock slots regen on a short rest. Your Paladin slots don't. When the party stops for a 10-minute break, your Warlock slots are back and you can dump those into smites. Your Paladin slots stay burned. This is not a flaw in the build, it's just something you have to track explicitly. I kept a small spreadsheet on my phone for the first three sessions until it became muscle memory. Without tracking it, you either hoard your Warlock slots uselessly or burn your Paladin slots on cantrips because you forgot the distinction.

The mechanics that actually matter

Both classes scale off Charisma. That means one ability score investment feeds both your spell attack modifier and your spell save DC. This is why the multiclass is efficient in the first place. A Paladragon / Warlock with 16 Charisma at level 4 will have the same attack bonus and save DC as a pure Paladin with 18 Charisma at the same level. The difference is what you can do with that offensive capability. Divine Smite uses your spell slots. When you hit a creature with a melee weapon attack, you can expend a slot to deal extra radiant damage. The base is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, up to a maximum of 5d8. A paladin 5 / warlock 15 character with a 4th-level Warlock slot and a 3rd-level Paladin slot can burn both on consecutive hits in the same round for 8d8 and 6d8 radiant respectively. That's your primary damage engine. Eldritch Blast is your cantrip. It scales with character level, not class level, so at level 15 you're firing four beams. Each beam requires an attack roll and deals 1d10 force damage plus your Charisma modifier if you take the Agonizing Blast invocation at warlock level 1. The beams hit separate targets or the same target. This is why Pact of the Blade doesn't actually help your damage output in most cases. It helps your utility. Thirsting Blade at warlock level 5 gives you two attacks with your pact weapon, which synergizes with Extra Attack from Paladin 5, not with Eldritch Blast.

What beginners miss about the smite optimization

Most players dump their highest-level slots into smite immediately. This is usually wrong. The optimal play is to save your Warlock slots for smiting and use your Paladin slots for buffs and utility spells. Warlock slots come back on short rest. Paladin slots require a long rest. If you're fighting three encounters before a short rest, burning your Paladin slots on smites means you have nothing left for Holy Weapon or Bless when you actually need them on encounter four. Another thing nobody mentions: you can upcast Divine Smite by expending a higher-level slot, but there's no benefit to using a 4th-level slot for a smite when a 2nd-level slot does nearly the same thing against most CR-appropriate enemies. The 5d8 cap at 5th-level slots means slots 3rd through 5th all deal the same smite damage. Use your lowest possible slot that still gets you to 5d8 when you're sure the target will live long enough to benefit from it. I learned this the hard way when I burned a 4th-level Warlock slot on a gutterling at level 10 because I panicked and forgot the scaling math. The encounter was over in two rounds and I had no slots left for the next one.

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Lae'zel & Githyanki Friendly Paladin & Warlock Multiclass Build Guide ...
Lae'zel & Githyanki Friendly Paladin & Warlock Multiclass Build Guide ...

Race and subclass picks that matter

Top variant: Aarakocra or Dragonborn Paladin with Fiend or Hexblade Warlock. Flying or damage resistance early, Charisma from the get-go. Human (Variant) with the War Caster feat is also strong because it lets you maintain concentration on buffs while attacking, which matters when you're juggling Hex and Hunter's Mark on the same turn as smites. For Warlock patron, Fiend gives you additional hit points at level 1 that scale with your level, Hexblade gives you weapon proficiency and armor proficiency without the Paladin dip, and Celestial gives you healing light which is underrated for a build that's already spending slots on smites. Great Old One is fine if you want psychic damage on your blasts, but the utility is niche. Paladin oath matters less than people think because you're not investing heavily in Paladin spellcasting. Oath of Devotion is the safe pick. Vow of Angels works too. Oathbreaker is hilarious in the right campaign but most DMs don't appreciate it. Skip anything that requires Wisdom-based spells since you're dumping everything into Charisma.

Where the build breaks

This multiclass struggles against enemies with resistance to radiant damage. Divine Smite is radiant by default. If you're fighting abominations, some fey, or creatures with that resistance built in, your primary damage source gets halved and there's no workaround without multiclassing into a second damage-dealing class, which defeats the purpose. In those encounters, lean hard on Eldritch Blast with Agonizing Blast since force damage has fewer resistances. It's not exciting but it's reliable. The build also falls apart in campaigns with no short rests. If your DM enforces strict encounter pacing with no opportunity to recover Warlock slots, you're playing with half your engine. I've run into this twice and the fix is simple: take the Ritual Caster feat for spare utility spells, or just accept that you're a front-line caster who needs to manage resources conservatively. It's not a death sentence, it's just a different game mode.

Quick leveling path

Level 1: Human (Variant) with War Caster feat, start as Warlock level 1 for Hexblade pact or just Fiend for the HP. Take Hex and Eldritch Blast. At level 2, take the Pact of the Blade if you want melee flexibility, otherwise skip it. Level 3: Warlock 3 for the invocation selection. Agonizing Blast is your first pick. Level 4: Paladin 2 for Divine Sense and Lay on Hands. That's your smite foundation. Level 5: Paladin 5 for Extra Attack. Now you can smite twice per round with weapon attacks. Level 6: Warlock 6 for another invocation. Thirsting Blade if you're going melee, Repelling Blast if you want control. Continue alternating until you hit your target level split. The numbers work because by level 11 you'll have enough Warlock levels for your slots to regen frequently enough to support a smite-heavy playstyle, and your Paladin levels give you the survivability and Extra Attack to stay in melee range where smiting actually happens. Beyond level 15, the choice is whether you keep dipping into Warlock for more slots and invocations or push Paladin for capstone features. Most optimal builds stop around 17/3 or 15/5 depending on campaign length and party needs.

[Updated 2024] Detailed Lockadin guide (Paladin/Warlock multiclass ...
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