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My paladin is my tank
1. 2 handed weapon
2. javelin + shield (javelin is ranged and strenght based)
3. I don't need torch/light since I use sparkle with an other character (cantrip + bonus action to light what you want)
Example : If I can sustain the damage, I try to let the paladin in mode 1. The round after he can go near many ennemies, attack with 1. and switch to shield at the end of the round.
The advantage of javelin is you have a ranged option which uses your strenght . Tt's weaker than other melee weapon to hit in melee but I don't hit in melee with javelin (except for opportunity attacks).
I generally use "dodge" while in shield mode (2.) so I don't need to cast spells but if you are already with your shield on you, you can click "i" to open inventory and remove your javelin so you will be able to cast a spell while still having your shield (and an empty hand).
Uh no there are different ways you can set things up, if that works for you great but don't be the one that says this is the only path and if you aren't doing it that way it is wrong.
I have built a Paladin as shield and board, two handed weapon, duelist using only a long sword, I have even had one in the back using a heavy crossbow (it was in a 4 Paladin party so I wanted at least some range.) I also prefer to have a ranged weapon in the second slot to give them a free hand and an extra option for an attack. I prefer long bows as they have more primed and magical options that I haven't seen with the other weapon choices.
I tried javelins but they seem finicky a lot of the time when I was trying to throw it they would instead move in and attack with it as melee. They also don't have the option to craft a bundle of poisoned ones like you can with arrows or bolts, you can of course just craft poison and apply it. But that requires you to either carry it in a quick slot that can be used for better options or to physically go into the inventory to apply it every time.