ad_hoc
(she/her)
but the major selling point is using Cha with a weapon, a benefit that is hard to get elsewhere
It really isn't.
Read the patron again and don't think about Blade Pact. Cha to hit/dmg with a weapon is the weakest part of it.
but the major selling point is using Cha with a weapon, a benefit that is hard to get elsewhere
IME with warlocks, when a out of combat spell is useful, getting a short rest after using is not a problem. There's no mechanic, it's just the typical pacing of D&D. Of course a DM could absolutely change that pacing, but I just haven't seen that.
Sleep (at low levels) and Faerie fire produce more damage than Hexblade's curse and in a more front loaded manner. Sleep in particular removes a good number of enemy actions from the fight right at the start.
I think so too. And hex too.Honestly, I think if EB and agonizing blast were given as a feature, rather then a "choice", people would be happier about it.
Oh. Well that certainly settles it.It really isn't. Read the patron again and don't think about Blade Pact. Cha to hit/dmg with a weapon is the weakest part of it.
If your game doesn't care about rest mechanics then there really isn't much to talk about.
Sleep and Faerie Fire require both an action and a spell slot.
Seriously. Look back at what you just typed. You are arguing that Sleep is stronger than Curse and leaving out that one is an Action the other is a Bonus Action, and 1 requires a spell slot and the other doesn't.
Oh. Well that certainly settles it.
Overall it works pretty well, but it requires you to play a lot of attention and micromanage your abilities for best effect. For my preferred build, the idea is to get out there and absorb damage. Dealing damage is a lower priority - you are there to block the way to your main damage dealers and not die.
I've played 5 or 6 "tank role" characters with various levels of warlock over the last three years. It's hard to get away from that first level of Fighter for Heavy Armor proficiency, Con save proficiency, Fighting Style, and Second Wind.
Most of them have been Fighter 1/Warlock X (Fiend patron/Blade Pact), with a high Str/Con and only a 14 Charisma. Use Armor of Agathys combined with Blade Ward and Heavy Armor Master at low levels to preserve the Temp HP of the Armor of Agathys as long as possible. By the time those run out you are hopefully able to reduce something to 0 HP and gain more Temp HP. Eventually pick up Great Weapon Master so that you do enough damage that you can't be ignored. Only a few spells are devoted to damage, most are utility/defense - Hex, Misty Step, Darkness, Dispel Magic, Counterspell, Fly, Dimension Door, and eventually Wall of Fire (with Repelling Blast instead of Agonizing Blast so you can knock enemies into the wall). I do take Eldritch Blast, but it is mainly for when they can't get into melee with their opponent (kind of a magical replacement for Javelins).
I prefer Blade Pact for flavor reasons (and the second attack), but it can work just as well with other pacts, especially if you go Fighter or Paladin 5 for the second attack.
But one caveat - most of the games I've played these characters in haven't gone past level 10. My highest level one is an Adventure League character who is Fighter 8(Eldritch Knight)/Warlock 7 (Fiend/Pact of Chain) with a Legendary Greatsword and Belt of Fire Giant Str.
One thing I do like about XGtE are the non-pact invocations.
I like the new precedent of having the 1/long rest invocations not using a spell slot. If we apply that to the old ones it opens up a lot more choices.
The eldritch blast really does not become overwhelming until you get three blasts. Even then, you are getting ready to see lifedrinker. The math is really not there to back up EB's supposed overwhelming superiority. It is better at range but in our games, a group of four cannot make sure all characters are melee free at a distance. Disadvantage makes EB less superior even before comparable damage from melee weapons comes into play.
So it looks like the main issue is EB at 17+ level. Until that point, the blade seems to keep up (or even exceed) EB's damage. Its that last added attack that finishes the job.
So perhaps you could just remove the added attack at 17th level.