Minmaxing – the Pallizard


This article is about a minmaxed character that I have designed. This character is extremely versatile, deals a lot of damage, and can solve almost any problem. I’m using the 27 point buy system, and including feats and multiclassing. All of this material comes from the PHB, so there’s no worry about going over AL’s PHB + 1 rule, which means that if something new comes out that you would like to take then you can. Also, you should always take the average hit points. Lastly, use a quarterstaff as your arcane focus.


27 point buy system

This is where the minmaxing starts. You should lay out your stats as such:

STR – 15

Dex – 10

Con – 12

Int – 13

Wis –  8

Cha – 14

Choose Half-elf

When you choose your race, you should definitely choose half-elf. Change your stats to:

STR – 16

Dex – 10

Con – 12

Int – 14

Wis –  8

Cha – 16

Next choose Intimidation and Deception as your 2 skills.

Then choose dwarvish as your extra language.


Your first level should be in Paladin. Why? This gives you proficiency in all armor and weapons, which means that you can wear heavy armor without impeding your spellcasting. Choose Persuasion and Insight as your class skills. Your AC is also 18.


You’re going to want to choose Sailor for this, because it gives you proficiency in perception and water vehicles, plus a nice ability to sail whenever you need it. You are now proficient in the following skills: athletics, deception, intimidation, insight, and persuasion.

Level 2

At level two, you are going to want to multiclass into Wizard. For your six spells, choose: thunderwave, charm person, shield, unseen servant, feather fall, and sleep. For your cantrips, choose minor illusion, light, and mage hand.

Level 3

For level 3, take a second level in Wizard. Choose divination for your school. You now have Portent, which is all that really matters. For your spells, choose chromatic orb and tenser’s floating disk.

Level 4

For level 4, take a third level in Wizard. Choose either blur or mirror image (your choice, but I recommend mirror image), and hold person.

Level 5

For this level, you should take a level in Paladin. You now have the ability to smite. Choose the defense fighting style to increase your AC to 21 (assuming plate). For your spells, prepare: command, cure wounds, detect magic, and heroism.

Level 6

For this level, you should take a fourth level in Wizard. You now have 3rd level spell slots due to the way multiclassing works. For your ASI, you should choose polearm master. You may now make an attack with your bonus action, and if necessary use your reaction to make another attack, however you should usually save your reaction for shield. Your new spells are suggestion and web.

Level 7

For this level, you should take a 5th level in Wizard. Your new spells are haste and fireball. Now you can cast haste on yourself, and then on following turns use your normal action to cast fireball, then use your extra action and bonus action to make a quarterstaff attack. Assuming you smite at 2nd level and hit on your attacks and the creature fails the saving throw, you deal 8d6 + 1d6 + 1d4 +6d8 damage + 6 damage, which comes out to 67 damage on average, which you can do for one more turn (using a 1st and 2nd level spell slot to smite), which is likely more than your teammates can deal together. If you are fighting a humanoid, cast hold person on it and then make two attacks with your third level spell slots. Assuming you hit (which causes you to autocrit), you deal 2d6 + 2d4 + 16d8 + 6, which comes out to 90 damage on average, and you can do this for many turns (using lower level spell slots).

Level 8

For this level you should take a third level in paladin. Choose oath of vengeance. You should only use your channel Divinity for vow of enmity.

Level 9

For this level you should take a fourth level in Paladin. You should take the war caster feat, which will allow you to cast spells even while you are using a shield and quarterstaff. It doesn’t matter which spell you prepare.

Level 10

For this level you should take another level in Paladin, which gives you extra attack. You should drop heroism for find steed.

Level 11

Here you should take a final level in paladin. You now have +3 to all saving throws. Take zone of truth.

Level 12

Now you should multiclass into fighter. Choose dueling as your fighting style.

Level 13

Now you should take another level in fighter, which gives you action surge. This is your final level in fighter.

Level 14

Take a 6th level in wizard. This gives you a (lame) divination ability, and two more spells. Choose Leomund’s Tiny Hut and counterspell.

Level 15

Take a 7th level in wizard. You now have access to 4th level spells. Choose greater invisibility and dimension door.

Level 16

Take an 8th level in wizard. Increase your Intelligence to 18. For your spells pick fly and banishment.

Level 17

Take a 9th level in Wizard. You now have access to 5th level spells. Take animate objects and hold monster.

Level 18

Take a 10th level in Wizard. You now get a good divination ability along with two more spells. Choose wall of force and dream.

Level 19

Take an 11th level in Wizard. You now have access to 6th level spells. Choose magic jar and one of the investure spells.

Level 20

Take a final 12th level in Wizard. Increase your strength to 18. Choose another of the investure spells and slow (or another of the investure spells if you are in love with them like me).

Your Strategy during combat

At all times, your strategy is to do vow of enmity and then attack repeatedly. You should always smite on all attacks. When you get haste, you should cast on yourself, then use vow of enmity, then use your extra action to make an attack. On the next turn you should use action surge if you have it, which will allow you to make six attacks that turn, smiting at 6 * (5d10 + 1d6 +5), which on average is 216 damage in a single turn. You can also cast shield as a reaction, which gives you AC 28 (assuming you have plate mail). Once you get hold monster, you should use your first turn to use vow of enmity on the monster, then ready hold monster for when “I feel like casting it” or, if your DM won’t accept that as a trigger (mine won’t), then say “when any of the hostile creatures have done all of their attacks. This should allow you to cast it after their turn. The reason you want to cast it after their turn is so that they only get one saving throw, which you can replace with a low number using portent. Now that the monster is paralyzed, you can action surge and smite for 5 * (2 * (5d10 + 1d6) + 5) = 5 * 67 = 335 damage on average. Not even the tarrasque can survive against this character. Speaking of that, four level 13 builds of this character can defeat the tarrasque if they have a few magic items (nothing specific) and don’t get unlucky.

Variant Build

Let’s say you roll stats and roll incredibly well, or you get a magic item that sets your stats such as the belt of hill giant strength (what I did) or the headband of intellect, you have now saved yourself multiple ASIs. Because of this, you can drop an ASI without any repercussions. You should drop the twelfth level of wizard and instead take a third level in Fighter, where you should choose the battlemaster and take the disarming attack, precision attack, and trip attack. This expands your versatility in combat, and increases your average damage from 335 to 371 damage. Furthermore, if you still have an extra ASI, you can either increase your Intelligence (for higher save DC), increase your Charisma (for higher bonus to saving throws and charismatic skills), or take a feat (I personally would advise lucky, tough, or some other feat that either increases versatility or combat prowess).