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Deepening Warlock customization, and it's mechanical implications
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6913401" data-attributes="member: 6787650"><p>It's not the concentration checks--it's the fact that it allows you to use Hex simultaneously with other spells, or even while Raging.</p><p></p><p>Warbarian/Warbearian (Barbarian 1-3/Warlock X) would become a clearly superior type of Barbarian whereas today it's just a very good-but-MAD type. The extra d6 damage on every attack PLUS disadvantage on enemy Str (Athletics) checks is pretty exciting to my powergamer instincts. The only problem is the crowded bonus action economy.</p><p></p><p>In a game with all of your custom invocations available, my warlocks would probably wind up picking 50-70% of their invocations off the list you've posted in this thread. If that's what you want, then great. But it's also a potential sign of power creep, which you might or might not want. Be advised.</p><p></p><p>Game plan:</p><p>1. Barbarian 1 - Rage</p><p>2. Warlock 1 - Fiend Pact for temp HP</p><p>3. Warlock 2 - Fiendish Vigor, Agonizing Blast</p><p>4. Warlock 3 - Blade Pact</p><p>5. Warlock 4 - GWM feat, swap Fiendish Vigor for Devil's Sight, take Darkness feat. Abuse Darkness + Devil's Sight + GWM.</p><p>6. Warlock 5 - Thirsting Blade, swap Agonizing Blast temporarily for Damning Hex. (Because I want to play with my new toys. I'll get Agonizing back later on.)</p><p></p><p>Be further advised that Damning Hex makes Eldritch Claws just that little bit more redundant, because Darkness + Hex is just as good at keeping you out of 5' melee range as Eldritch Claws + Hex is. (Since darkness prevents most opportunity attacks.)</p><p></p><p>Just some things to think about from a powergaming perspective.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6913401, member: 6787650"] It's not the concentration checks--it's the fact that it allows you to use Hex simultaneously with other spells, or even while Raging. Warbarian/Warbearian (Barbarian 1-3/Warlock X) would become a clearly superior type of Barbarian whereas today it's just a very good-but-MAD type. The extra d6 damage on every attack PLUS disadvantage on enemy Str (Athletics) checks is pretty exciting to my powergamer instincts. The only problem is the crowded bonus action economy. In a game with all of your custom invocations available, my warlocks would probably wind up picking 50-70% of their invocations off the list you've posted in this thread. If that's what you want, then great. But it's also a potential sign of power creep, which you might or might not want. Be advised. Game plan: 1. Barbarian 1 - Rage 2. Warlock 1 - Fiend Pact for temp HP 3. Warlock 2 - Fiendish Vigor, Agonizing Blast 4. Warlock 3 - Blade Pact 5. Warlock 4 - GWM feat, swap Fiendish Vigor for Devil's Sight, take Darkness feat. Abuse Darkness + Devil's Sight + GWM. 6. Warlock 5 - Thirsting Blade, swap Agonizing Blast temporarily for Damning Hex. (Because I want to play with my new toys. I'll get Agonizing back later on.) Be further advised that Damning Hex makes Eldritch Claws just that little bit more redundant, because Darkness + Hex is just as good at keeping you out of 5' melee range as Eldritch Claws + Hex is. (Since darkness prevents most opportunity attacks.) Just some things to think about from a powergaming perspective. [/QUOTE]
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