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Oathbreaker/Crown Paladin 11 + 1 Hexblade. Oathbreaker for raw weapon damage, Crown for radiating orbs. In regular gameplay paladin's are balanced due to their multi-attribute dependency. You must sacrifice some aspect of your kit, martial ability or spells, when distributing stats. Hexblade breaks that balance. Also, you get to have fun with "Improved Divine Smite," a rarely seen level 11 paladin feature that add's 1d8 radiant damage to all attacks (rare because most paladins post level 7-8 would spend 4-5 levels in another class for other options.)
College of Swords/Valor Bard 11 + 1 Hexblade. Swordsbard is arguably the best class in the game, so I suggest Valor for a more balanced playthrough. Bards are a full casting class and will get access to 6th level spells. In addition you get magical-secrets at level 10, allowing you to pick up Banishing Smite. Same deal with paladins, the martial-oriented bard subclasses often need many stats to work. Hexblade breaks this balance by tying damage and spell save DC to one stat.
The bard combination is by far the best user of the "Band of the Mystic Scoundrel," a ring that lets you cast enchantment or illusion spells as a bonus action after making a melee attack. Both multiclass combinations are also the best users of the "Arcane Synergy Ring" and "Helm of Arcane Acuity."
It should be fine. You could also push for 9w 3f for Lvl. 5 spells, +1 Eldritich Invocation, etc. Might be worth more than a feat.
You can make the hexblade warlock extreme powerful for critical hits, but it's boring as you effectively keep casting darkness, since warlock can pick passive to see through it for advantage and make you nearly untargetable. Not to mention you get hunger of hadar for even more crazy power to control the battlefield.
What are you getting from mono class that beats out multi classing? I've never taken a Warlock past 5 on table top or in the game. (extra attack bug in game)
If you want an actual Warlock, rather than a Warlock flavored other class, I think 8 Warlock 4 Fighter or 9 Warlock and 3 Fighter would be objectively stronger than mono classing it, but mono classing it would still be extremely good. Hexblade, and Warlock in general, is still an extremely good class.
I'm not saying you are getting anything that beats out multiclassing. Maybe reply to what I actually said and don't make stuff up that I didn't even imply. I just said mono-classing a hexblade is solid, not that it was the bestest way ever to play.
Some people just like the simplicity of going single class over multiclassing and aren't worried about minmaxing. Some subclasses do that better than others and Hexblade Warlock is a subclass that you can do well doing that with.
Light armor.
The shadow puppy that Shadow Magic gets at level 6, Nimbus, has a special interaction with the Accursed Spectres that Hexblade Warlock can summon at level 6 - once Nimbus stands very close to any (friendly) Spectre, he gains a buff called Shadow Infusion until Long Rest, which gives him a Reaction called Right Behind You that allows him to teleport to an enemy that the Sorcerer attacks with their weapon (also dealing a minor 1d12 Necrotic Damage).
It's just a cool little novelty, but I'm drawn to it. Even though I won't experience it until level 12.
The spectre doesn't actually need to belong to the Sorcerer for Nimbus to get the buff, so you can use a different party member as Hexblade. But the reaction only activates on melee weapon attack regardless, so, unless you have a different Sorcerer weapon attack multiclass, you may as well multiclass into Hexblade yourself.
The special interaction aside, the overall build functions as a sort of gish focused around Darkness and temporary summons.
You have access to spell slots up to level 3, which gives you lots of powerful spells but no ability to upcast beyond that, alongside three Metamagics from Sorcerer and extra level 3 Warlock spell slots every short rest.
You also have Extra Attack and all the typical Hexblade bonuses to weapon attacks, allowing you to function as a martial, supported by your access to the Booming Blade cantrip and, potentially, the Shadow Blade spell.
Between Nimbus, who can split into temporary copies of himself when attacked (and the copies can also split when attacked!), and your ability to raise Accursed Spectres from the corpses of your enemies, both living and dead enemies fuel your ever-increasing army of minions every battle.
Although your melee damage and spell damage will be weaker than your typical counterparts, your army of puppies and spectres tip the balance in your favor, functioning as self-propagating additional sources of damage and "tanks" to protect yourself and your allies.
With all that, you can also dip in and out of clouds of Darkness, what with your ability to see through them, luring enemies to their shadowy doom like the walking manifestation of the Shadowfell.
The build is thematic, flexible, effective, and most importantly, kind of a lot of fun. It also plays very nicely with some of Shadowheart's Dark Justicier gear if she remains faithful to Shar, especially Shar's Spear of Evening.
You can either go Sorcerer first to have more caster-like gameplay until Act 3, or go Warlock first to have more melee-like gameplay until Act 3. Something like these, respectively:
https://eip.gg/bg3/build-planner/?buildId=cmapqtxsc0t2hm75z6n19e0ap
https://eip.gg/bg3/build-planner/?buildId=cmapqv7su0t2im75zwtnmsjkm
You'll get Swashbuckler's Dirty Trick: Flick o' the Wrist, which functions as a Bonus Action attack using your main hand weapon against targets that wield a weapon which potentially disarms them (or you can use the other Dirty Tricks for other enemies), at Rogue 4; you'll have Extra Attack at Warlock 5; and you'll have enough Rogue levels for a 4d6 Sneak Attack at the level cap.
Since most enemies carry weapons, you're looking at three attacks per round starting at level 9, one of which can be a cast of Booming Blade, with a 4d6 Sneak Attack every turn as a bonus. You even have access to Shadow Blade (eventually) at spell level 3 for a 3d8 damage weapon, which can be further boosted by either Hex or Elemental Weapon. The Charisma focus also makes this perfect for Arcane Synergy equipment for further damage increases. You can also cast Hold Person on a target to take them out of the fight and still use Flick o' the Wrist to force a crit on them or get a hit in on someone else. You even have the powerful Hunger of Hadar spell for zone control.
Did you know that using Shadow Blade in your main hand turns your Sneak Attack damage into Psychic? With that in mind, don't even get me started on deciding to carry around the Resonance Stone...
https://eip.gg/bg3/build-planner/?buildId=cm9m6fy6p1irlm73vhu8xym61
I can vouch for this build so far on my current playthrough (6 swashbuckler 3 hexblade). It was originally going to be a 10 Swashbuckler 2 Hexblade to mess around with Panache, but I decided on more Warlock levels after coming to roughly the same conclusion.
https://eip.gg/bg3/build-planner/?buildId=cmaq62x3k0tdlm75z20z9v9ud