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[GUIDE] Blade, Book, and Chain: the Warlock Guide
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<blockquote data-quote="Mistwell" data-source="post: 6707810" data-attributes="member: 2525"><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 18px"><span style="color: #000000"><span style="font-family: 'Trebuchet MS'">Blade, Book, and Chain: the Warlock Guide</span></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-size: 15px"><span style="color: #000000"><span style="font-family: 'Trebuchet MS'">As originally published by </span></span>Mephi1234 on the Wizards of the Coast message boards</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #181818"><span style="font-family: 'Arial'">“Knowledge itself is never dangerous, it is how that knowledge is used that is dangerous”</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #181818"><span style="font-family: 'Arial'">― </span></span><a href="https://www.goodreads.com/author/show/27100.Michael_Scott" target="_blank"><span style="color: #666600"><span style="font-family: 'Arial'">Michael Scott</span></span></a><span style="color: #181818"><span style="font-family: 'Arial'">, </span></span><a href="https://www.goodreads.com/work/quotes/13322179" target="_blank"><span style="color: #666600"><span style="font-family: 'Arial'"><em>The Warlock</em></span></span></a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=4]<span style="font-family: 'Arial'">Table of Contents</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">1. Introduction</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">2. Proficiencies, Backgrounds, Patrons and Pact Forms</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">3. Spells - Slots and Mystic Arcanum</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">4. Eldritch Invocations</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">5. Feats</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">6. Equipment</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">7. FAQ</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">8. Builds and Combos</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'"><strong>This guide will use the following ratings:</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Blue</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> choices are excellent. It’s hard to go wrong with one of these buddies.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Green</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> choices are good. Maybe not top-tier, but you’ll be good with this choice.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Black </strong>choices are just average.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Purple</strong> <span style="color: #000000"><span style="font-family: 'Arial'">choices are substandard and situational. It also may represent a good choice at low level, but one to drop at high.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><strong>Red</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> choices are traps. Avoid these at all costs.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>(( Currently in the process of updating to the following<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />)</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Open Sans'"><span style="color: #DAA520"><strong>Gold</strong></span> is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call yourself optimized.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #00BFFF"><strong>Sky Blue</strong></span> <span style="color: #000000"><span style="font-family: 'Arial'">choices are excellent. It’s hard to go wrong with one of these buddies.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Blue</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> are very strong options for a wide variety of things.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Black</strong> choices are just average. They neither add to, nor subtract, from anything.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Purple</strong> <span style="color: #000000"><span style="font-family: 'Arial'">choices are substandard and situational. It also may represent a good choice at low level, but one to drop at high.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><strong>Red</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> choices are traps. Avoid these at all costs.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=4]<span style="font-family: 'Arial'">What is a Warlock?</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">To be a warlock is to be a student of an eldritch being, shaped and changed by the very arcane forces you are taught to channel. The problem is those very arcane forces tend to be rather on the dark side. As well, these occult dabblers have a strong tendency to turn away from the gods and to the forces of darkness in their pursuit of power - </span><a href="http://en.wikipedia.org/wiki/Bell,_book,_and_candle" target="_blank"><span style="font-family: 'Arial'"> there’s a very good reason the Pact Forms allude the old phrase "Bell, Book, and Candle," an old method of excommunication in the church. </span></a><span style="font-family: 'Arial'">Learning Pact Magic requires much sacrifice and dedication as any paladin’s Oath, and the prices always have teeth. Warlocks embody every dark rumor of witches burned at the stake and occultists dabbling in knowledge no one was meant to know. </span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">But as for the meat of what makes a warlock tick, the actual mechanics? Unlike every other caster in the game, this class is not vancian magic. Warlocks do not Spellcast, a specific game mechanic. Instead, they have Pact Magic, which relies on a combination of powerful at will effects, passive pact blessings, a handful of encounter based spells, and the occasional daily powers, as well as your choice of Invocations that can be any of the above. Warlocks are very much a sum of many moving parts, all coming together; all these different parts are all filled with different choices, making the Warlock the most customizable and one of the most flexible classes to date. </span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p></p><ul> <li data-xf-list-type="ul">Pact Magic - unlike other casters, the warlock only has a handful of spell slots for all their 1-5th level spells. They grow in power as the warlock levels, so all they're always cast at the same power level. Example: If you know Charm Person and you’re a level 7 character, you will always cast the spell as a 4th level spell; at level 9, you will always cast the spell as a 5th level spell. The slots also all recharge with every short rest. <br /> </li> <li data-xf-list-type="ul">At level 11, you start gaining "Mystic Arcanum" - short hand for saying that your level 6+ spells are daily powers. Three Patrons and three Pact Forms - the Patron offers spells and some boons, while the pact form lets you choose if you want to be a gish (blade), a dedicated spellcaster (book), or pet master (chain). <br /> </li> <li data-xf-list-type="ul">Invocations are a grab bag of random abilities, spells, and enhancements to the warlock. They're kind of like a collection of warlock specific feats. See below for more details.</li> </ul><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'"><strong>A note on Spell Slots and Resting</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">Spell by spell, a warlock can easily keep up with the damage a wizard does. The difference, however, comes from the fact that warlocks have so few spell slots. While they do refresh easily on short rests, you cannot count on a rest between every encounter; its recommended you get two short rests a day, and around 4 combats. Depending on the adventuring day, you might get more than that, you might get less. There are days where a warlock is not given any chance to get a short rest at all. It all depends on your GM, the current story, your party make up, and how generous short rests are in your current game. It also depends if your GM is using any of the options in the DMG to lengthen or shorten the time it takes to have a short rest.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">So, its a good idea to keep an eye on your party composition when building. Fighters (especially Battlemasters), Monks, Bards (notably song of rest and bardic inspiration), and clerics / druids that focus on Channel Divinity / Wildshape powers. All these have benefits that rely on more short rests than few, and a party comprised of them will want more short rests more often than not.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">Thus, depending on the GM and party composition, a warlock can very easily swing between the 4th edition AEDU (at-will, encounter, daily, utility) style of play, or the 3e at-will-caster style warlock. </span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>PlayStyles and Class Focus</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Something to keep in mind - warlocks are not AoE blasters like the evoker wizard or the sorcerer<strong>.</strong> Instead, they have a few major defining aspects - eldritch blasts, curses, and mind control. You could be a Pact of the Blade follower that functions much like a dark paladin. A warlock that focuses on eldritch blasts can be compared to a magical version of an archery-focused Fighter. Someone that focuses on the battlefield mobiilty and control, especially the book-locks, are much like an anti-bard, with inflicting debuffs on enemies instead of buffing friends. As well, there is the potential to be a pet-focused class, much like a druid summoner, or a necromancer, but with dominated people instead of summons or undead.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">2. Race, Proficiencies, Backgrounds,</span></span>[/h][h=2]<span style="font-family: 'Arial'">Races</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'">Those who come to practice the eldritch arts can be born to anyone - there's someone, in any society, who's drawn to dark magic. That said, some are naturally better than others. And some who are even born to it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dwarf </strong>- The Hill (PHB) dwarves rarely let themselves be unwise enough to practice the dark arts. Their Mountain kin, however, find that their armor and enhanced strength, when coupled with the natural Constitution boost for Concentration checks and HP, plus medium armor for defense, make halfway decent Fiend Hexblades. The lack of Charisma is even not bad until you reach level 11 and pick up your second Blade Invocation, since there's not a lot dependant on having a high Charisma score with a fiend-blade.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Elf </strong>- It should come as no surprise that they fey-born elves make excellent Archfey warlocks. The natural dexterity fits well with the trickster angle of the Patron and its dex-based hexblades, and being resistant to charm is a potent ability in 5e - practically any kind of mind control spells are charms, including Dominate-class magic. Sleep effects are now a powerful mage-killers, so protection on that front is nice as well. Perception is a useful skill, no matter what class. High Elf (PHB) and Eladrin (DMG) can both bring extra magic to the table, in the form of either an extra cantrip, or a short-rest misty step, even as the lack of Charisma hurts. The Wild Elf's (PHB) increased speed, wisdom, and wilderness hiding, while not hurting, doesn't actually help as much. That said, the Drow (PHB) make excellent fey warlocks - <em>Dancing Lights </em>is a good trickster cantrip, <em>faerie fire</em> is a strong spell on its own, and the <em>Devilsight / Darkness </em>combo can bypass the drow's sunlight sensitivity.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Human </strong>(PHB) - The default human path is nothing special; they can be good to help round out someone with a lot of odd numbers in their build, but don't really specialize. The human variant, on the other hand? Stat synergy, free skill, and recommended medium armor/shield proficencies for the free feat? One of the best survivable choices out of the gate, and a good overall canidate.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Halfling - </strong>Dexterity is good for a tricky warlock that likes being stealthy. Lucky will come up halfway often, given how often you will be making attack rolls. Lightfoot's (PHB) charisma and stealth complement the warlock path, making this a decent choice for a highly mobile character. Unfortunately, the Stout (PHB) with their poison resistance and constitution just don't lend themselves to any particular warlock path like the Lightfoot does, with no synergy to any key warlock concern.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dragonborn </strong>(PHB) <strong>-</strong> Strength and Charisma boosts, coupled with an elemental resistance and a breath weapon, lend towards a good Fiendish Hexblade, especially if you dip Fighter first for the armors and fighting style. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Gnome</strong> - This Intelligence focused race is rather lacking; there's no Charisma boost, while the advantage on mental saves can be rendered redundant with a good familiar (Chain, and Book, with the right ritual and GM permission.) The Rock Gnomes (PHB) simply lack anything that lends to the warlock path; while the Forest Gnomes (PHB) offer a free cantrip, you're likely better off with the High Elf</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Half-elf</strong> (PHB) - Charisma boost, two other free attribute boosts, elven resistances, two free skills. All the best benefits of being an elf and a bit more. They sadly don't get any extra magic, which is huge with limited spell casters like the warlock, sorcerer, and bard, but the extra skill and attribute over any other race are excellent.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Half-orc</strong> (PHB) - What we said about the Mountain Dwarves? Pretty much applies here as well. The strength and constitution to be decent Fiend Hexblade, coupled with a bit of damage and health boosts, though not the AC or poison resistance. Free Intimidate is nothing to sneer at either. If you can keep up with the Temp HP to prevent dying, kind of like with the barbarian, its a good option.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Tiefling </strong>(PHB) <strong>-</strong> This race was born of warlocks, for warlocks, by warlocks. +2 Charisma for magic, +1 Intelligence for any of the class skills with occult knowledge, and fire resistance is nice, as its one of the most common types of elemental damage in the hero business. The real benefit comes from the magic - <em>Thaumaturgy </em>can be leveraged to aid your use of the Bluff or Intimidation skills. <em>Hellish Rebuke </em>and <em>Darkness</em> are both very powerful warlock spells, so getting a free use of each per day, on top of potentially adding them to your spell list and freeing up other options to grab, is huge.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Aasimar </strong>(DMG) <strong>- </strong>Despite their relation to the cursed tieflings, or perhaps because of it, these holy reflections make poor warlocks. The +2 charisma boost is nice, as is the necrotic resistance; however, the <em>light </em>cantrip and <em>daylight</em> spell clash with the natural dark inclination of the class, as well as the aasimar's own darkvision. Having a daily use of <em>lesser restoration </em>can be nice if your own familiar poisons you. Its not the worst option out there, but you can do better.</span></span></p><p>[h=2]<span style="font-family: 'Arial'">The Pact: Proficiencies</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">As a warlock, you start off with access to light armors, simple weapons, and hit dice equal to the rogue. Actually, there are a lot of similarities to the rogue going forwards. Light armor may end up equal in defense to mage armor, saving you an invocation, and warlocks with a Pact Blades may like having an off hand melee weapon for two weapon fighting.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Starting warlocks also have a choice of two from Charisma and Intelligence skill, save Performance. Keep in mind that there is an invocation that grants more skills when picking.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>Strength: </strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'">If you’re going with a fiendish hexblade, you may want this over Dexterity. See Pact of the Blade, below. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Dexterity:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> If you’re going to be going blade pact, this is your best option. The extra AC and potential stealth to go with the warlock’s rogue-like leanings is never bad.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Constitution:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> HP and Concentration checks are never bad to have for a caster.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>Intelligence:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Over half of the warlock’s skills are Int-based. That said, its possible to have warlocks without an interest in any of the Int-based skills; without them, Int becomes superfluous.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>Wisdom:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> A major save you are proficient in. Its nice to have a decent score here for that reason.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Charisma:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> This is, hands down, the most important stat for the warlock. Your spell attacks, extra weapon damage, half your skills and one of your main saves. It should be your highest stat.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'"><strong>The Pact: Backgrounds and Skills</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Backgrounds are comprised of three parts - two skills, two tools / languages, and a minor role playing benefit and story hooks. For the most part, these role play benefits are things like membership in a temple or thieves guild, (and the natural access to healing or information), or the fame that comes from being a wandering performer. There is no best or worse in this case - just one that fits your concept best. Just like your flaws, ideals, and bonds.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Tools and languages, outside of knowing your patron’s language and possibly a disguise kit or set of lockpicks, often aren’t important, and can be trained during downtime. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">This really leaves skills as the big thing to pick your background on; considering that there’s the option to let you combine tools, skills, and benefit from various backgrounds, I will just covering the important skills.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Arcana</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"><strong>, </strong></span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>History, Nature, Religion</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"><strong> -</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Warlocks often pick up information regarding to their patron, or how they first met. In general, Arcana is more likely to bring you information about the various extraplanar creatures than not, and will likely come up as part of dealing with your Patron. History, Nature, and Religion may be possible to supplement your knowledge - the Fey Wilds could have Nature checks, and fiendish cults are common. Depending on story / GM, </span></span><span style="color: #FF0000"><span style="font-family: 'Arial'"><strong>may be a trap choice</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'">.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Deception (plus disguise kit or spell)</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'">-</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Highly desirable. Warlocks aren’t exactly well loved and you may need to pretend or lie often, or disguise yourself. As well, book warlocks can stand to be able to sneak into wizard or cleric libraries somehow and get their hands on rituals. If your GM allows downtime training, learning to use a disguise kit is nice and may save you from needing the disguise self spell with your limited spell slots and Invocations. Given that warlocks may start with Deception, or take Beguiling Influence, it may be best to avoid taking this skill as part of the background.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Intimidate, Persuasion -</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Convincing people to let you do something is good, and often very helpful. There’s a lot of overlap between these two - persuading someone with diplomacy, or with threats. Depending on playstyle, and if the GM allows your fighter and barbarian to use Strength with Intimidate, it may be best to go with just one. If you plan on taking Beguiling Influence, pick your skills and background accordingly.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>Insight</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Detecting lies and figuring out someone’s motives is handy for a social character. That said, the group really only needs one person with the skill, so it may be better to leave this to someone with a high Wisdom score like a cleric or ranger. Or, perhaps, a rogue or bard with expertise.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Investigation</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Much like Arcana, being able to do research on your patrons is nice. Noticing hidden traps, rooms, or objects is good as well. Solving puzzles can be a strong Exploration feat as well.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Perception</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Noticing what’s going on around you is always good. That said, warlocks often have lower Wisdom.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><strong>Sleight of Hand</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">There’s really no reason to have this skill or kit, beyond character concept. The class really lacks any support, however, making it tricky to pull off, and potentially dangerous when there’s likely safer ways to get what you want to swipe. Unless you really want it for your concept, avoid any background that forces you to take it.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Stealth (and </strong></span></span><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>thieves tools)</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Stealth is always a good option. It especially couples well with fey warlocks with their illusions, or pretty much any warlock who takes the Silence ritual spell or the One With Shadows Invocation. It should be noted that book Warlocks are the only ones in the game that can maintain both limited invisibility AND the concentration-based Silence spell, allowing them to be very good at sneaking. Thief tools are handy to have if you run into locks while sneaking; if you’re not sneaking, little reason to not just blow a lock off with magic. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">3. Patrons and Pact Forms</span></span>[/h][h=2]<span style="color: inherit"><span style="font-family: 'Arial'">The Pact: Patrons</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">It is said that Evil has three defining Vices - Dominating Tyranny, Seductive Corruption, and Mad Destruction. Each can point to each as a shade of Lawful, Neutral, and Chaotic, or as a dark counter to the three major Paladin Oaths. In any case, no matter how you look at the three Patrons, each has its own niche that they fill.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>The Fiend</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is the most direct of all the patrons. While abyssal patrons aren’t unknown, this path is highly influenced by the Infernal. Fiery magic is potent, but ultimately a common tactic in the Blood War, as devils are immune while demons are not. Suggestion and Command spells allow the warlock to give orders, and be obeyed, though they lack Dominate Person. The Fiend boons revolve around vampiric healing, resistances, and a bit of luck when making a skill or save - more than helpful when trying to maintain a Concentration spell! If you are looking to thrive in a battle, then this path is for you.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>The Archfey </strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'">is, perhaps, the most subtle of the patrons. Where the Fiend can be considered a warrior, the Archfey is the path of the arcane trickster. Charms, fears, illusions, and madness are all hallmarks of this path. It even comes with two of the most powerful spells in the game - Dominate Person and Improved Invisibility. These two spells alone make this a path worth considering, as are Sleep, Faerie Fire, and Blink. The boons all allow you to move around the field and escape danger, often by messing with the minds and perceptions of your foes. If you want to play a magical rogue, this is for you.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Great Old Ones</strong></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">are the most thoughtful of patrons. Literally. The magics and boons this path grants are primarily psionic abilities, such as telepathy, clairvoyance, and telekinesis. Unlike the heavily resilient Fiend or stealthy Archfey, this path doesn’t lend itself to being a strong hexblade; too many of its abilities suggest back row casting. Its level 1 ability, telepathy, is more fluff (though fun fluff) than actually useful in a lot of cases. Even its level 14 ability is to create a pet from a defeated humanoid, suggesting more of a defense for a back row caster than encouraging front row battles. Entropic Ward is a handy defense, but once a short rest is too infrequent for a front row character. That said, its utility spells and battlefield shaping control are outstanding. Take this path if you’re looking for more out of combat abilities.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'"><strong>The Pact: Pact Forms</strong></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Upon reaching level 3, warlocks get a one-time choice from three boons - book, blade, and chain, also called the witch, hexblade, and binder. You can choose to improve your pact form in future levels through Invocations. See below for more detail.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><strong>Pact of the Blade</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> stands out from the other two; by selecting Blade, the warlock is taking the option to dedicate himself to being a magical warrior. The major benefit of going hexblade is to use damage-boosting feats with weapons, and to use magic items with your warlock spells / features. Like most fighters, you have the option of going Strength based, or Dexterity based. Archfey and Great Old Ones want to go with Dexterity for their hexblades; running hex and two weapon fighting is best at this point. The Archfey runs a lot like a rogue, playing the hidden skirmisher. Then, there is the Great Old One hexblades, who want to work as a controller, so they should reach for the Sentinel feat and tactics. Lock down your opponents.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">The Fiend Patron, meanwhile, is ideal for Strength-based hexblade. But it does it in a rather unique way. Unlike normal melee warriors, who like to avoid being hit… the fiendish hexblade wants to be hit. You are playing a masochist. Using Blade Ward, Armor of Agathys, Flame Shield, Hellish Rebuke, and your Patron Boons, every time you get hit, you deal your attacker damage. You take less damage per hit, and you buffer yourself via Temporary Hit Points. Taking a glaive and the mastery feat may work wonders for your DPR with Lifedrinker and Hex running, as well as using Eldritch Blast with War Caster.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><strong>Pact of the Book</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is a pretty outstanding path. Right off, you get three cantrips, from any list. That means some of the most powerful at wills in the game are yours - Vicious Mockery and Guidance, to name two. Later, you can take an Invocation that lets you learn any ritual spell in the game. Lots of magic, though the vast majority of it will be utility spells and divinations. You can even get a wizardly familiar, as the Find Familiar spell is a ritual! A lot of magic involved here, even for the blast heavy Fiend and domineering Old One.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">The Archfey, with their multitude of evasive capabilities, illusions, and emotional swaying make the best witches of the paths, lending themselves to the directing the battlefield as a controller and enabler. The trickster path is also the most cantrip-hungry, wanting access to the same things as everyone else, plus all the minor illusions, dancing lights, and charms they can get their hands on. This is also a path that enjoys inflicting various curses and misleads to shape the battlefield. The 14th level ability demonstrates this Controller tendacy perfectly - lock down a creature so your allies can</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Unlike other Pact Forms, however, there is no patron that really struggles at being a Book warlock. Everyone loves more spells. The rituals and cantrips allow the Book to dabble in the other paths as well, getting familiars and melee options. The sheer amount of versatility make this path the strongest of the three Pact Forms.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><strong>Pact of the Chain</strong></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">plays a lot like the book path. The difference lies in utility again - the enhanced familiar that the binder gets is awesome for for scouting, like a small invisible magic eye to scout out anywhere. They come with spells and abilities that you normally wouldn’t have. While their attack action isn’t very good in terms of damage, it is good when you realize that some of them include things like poison on the attack, so the “attack” is more of a utility spell than damage. As well, they still can use the Help action to give you a hand in combat for advantage. The shared senses give you a strong perception check. Three of the four familiars even share their Magic Resistance with you (as per Monster Manual familiar rules). </span></span><span style="color: #000000"><span style="font-family: 'Arial'">That, and at level 15 you can cast Hold Monster at will on celestials, fiends, and elementals. Which, while a niche situation, can be really good when it does come up. If you reach this level, the Chain becomes ideal for summoners, or dealing with threats on the Elemental or Outer Planes.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The Great Old One patrons seem to enjoy granting the most benefits to this form. Telepathy to speak with anyone whom you summon, charm, or anyway encounter is a very handy skill to possess, coupled with growing your own pet at the height of the game makes for very interesting play. This patron is the most likely to pick up Conjure and Undead spells, just to increase the number of pets they control with their various magics. Chain Old Ones have a very high chance of ignoring the Eldritch Blast entirely, relying on others to do their work. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">As a direct opposite of the Pact of the Blade, Fiends have the most trouble being Chain masters. They simply lack access to the spells and abilities needed to support and maintain conjured, raised, or dominated pets at mid levels. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">The problem with the familiars is that the Book pact, or even regular wizards, could arguably get the same familiars as the Chain pact, making this path less than unique. That said, only the Chain pact warlock can make even these familiars use an Attack. So, even if a wizard, a book warlock, and a chain warlock all have an imp familiar, only the Chain could order his to attack or allow it to have an opportunity attack. How much you want to give up your own action to allow a familiar to is up to debate. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Quasit </strong>- Inflict Fear and Poisoned status on combatants. Both strong, but almost requires the Quasit to be on its own. Invisiblity and shapechaning make for a good scout. Hands down the best at combat of the four options.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Imp</strong> - Better at being disguised, because simply being shapechanged doesn't automatically mean you succeed at stealth. Can Help you far more often in social situations, plus can operate better alongside you if you're running the Darkness + Devil Sight combo. The imp isn't as combat-powerful as the quasit, but it is far more adapt at out of combat situations.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Psuedodragon</strong> - Advantage on your Perception checks? Yes please! The large telepathic range is very nice, especially if you can speak through it. That's pretty powerful communication. Inflict poison condition with potential of sleep? Sadly, the dragon is the only one here without Invisibility.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Sprite</strong> - The sprite is the only familiar to not not share magic resistance, as it has none. Invisibility, ranged poison attack, and Heart Sight. Heart Sight is, perhaps, the ultimate Insight check, making it very hard to lie to a sprite that uses it. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">4. Spells - Slots and Mystic Arcanum</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Cantrips:</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Blade Ward</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Not bad if you’ve the time to set up a one turn buff. Certainly doesn’t hurt.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Chill Touch</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Normally a good spell, its outshined by Eldritch Blast in all cases save one where the enemy heals or regenerates a lot.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Eldritch Blast</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Signature warlock spell - has some nice Invocations that really boost its power. Highly recommended for everyone; even the blade lock wants this eventually for ranged attacks.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Friends</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Poor man’s charm person; still, if you’re in a dungeon using it on an enemy, who cares about the drawback when you just saved a spell slot?</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Mage Hand</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Telekinesis lite. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Minor Illusion</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - What it says on the tin. Goes well with </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>dancing lights</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> or </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>silent image</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> for distractions when sneaking.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Poison Spray</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A con-save spell for those casters who get caught in melee range.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Prestidigitation</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Minor magical tricks. Fun, but ultimately nothing helpful.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>True Strike</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - The fact that its a one turn Concentration spell and only affects one attack really hurts.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>First level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Armor of Agathys</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Scaling thp and damage if a creature hits you. Even better for fiend warlocks. What’s there not to love? </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Arms of Hadar</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A good spell if you get surrounded by melee and you want to get out without wasting a turn, or shut down enemy reactions. Careful, though, because it doesn’t differentiate between friend and foe. Despite being a general spell, archfey and fiend have other options that work with their boons better, making this more appropriate for </span></span><span style="color: #38761D"><span style="font-family: 'Arial'">Great Old One Patrons</span></span><span style="color: #000000"><span style="font-family: 'Arial'">.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Charm Person</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - With Friends in play, its best when used in long term social situations where you don’t want people to know you messed with their mind. Or you need to charm lots of critters at once. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Comprehend Language</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - What it says on the tin. Probably best to save for book pacts to use as ritual.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Expeditious Retrea</u></span></span><span style="color: #9900FF"><span style="font-family: 'Arial'">t</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Run faster and stay out of melee range is never bad when you’re a ranged character. The Concentration, however, still hurts. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Hellish Rebuke</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Nice little reaction spell, though debatable if its any good given the limited spell slots at low level; free with tiefling.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Hex</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Concentration. Deal extra damage when hit with an attack; target has disadvantage on an ability check. Highly recommended for everyone.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Illusory Script</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Another ritual spell dealing with hiding language. Best saved for book pacts.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Protection from Evil and Good</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Unless you’re facing lots of these, its not worth the Concentration slot.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Unseen Servant</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A third ritual spell for a menial task magic slave</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Witch Bolt</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Sith lightning, D&D style. Sadly, its not worth either your Concentration slot, nor one of your spell slots. You are better off just Hexing with Eldrtich Blast.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Archfey spells: </strong></span></span> <span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Faerie fire</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Lots of good uses here. Advantage, find invisible people, etc.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Sleep</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Great at low levels, though it loses punch at high levels.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fiend spells: </strong></span></span> <span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Burning Hands</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Nice low level spell quickly outshone.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Command</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A great battlefield control spell that scales well.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Great Old One spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dissonant Whispers</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Making a creature lose its reaction and run away as a ranged spell is fun, but not a big deal - Arms of Hadar is better. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Tasha’s Hideous Laughter</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Weaker version of hold person</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Second level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Cloud of Daggers</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Mini </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>blade barrier </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">spell, but unlike its larger cousin, the fact this spell only takes up a 5’ square makes it easy to avoid.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Crown of Madness</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Poor man’s </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>dominate person</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">. Has no effect if there’s no one by the target on his turn, and you have to waste your own turn to maintain. Skip.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Darkness </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- Look at Devil’s Sight Invocation and wonder. Free with drow and tiefling.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Enthrall</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'"> - Basically, you set yourself up as a distraction so other can sneak better. Put up a disguise, use the Help action on your allies, and cast the spell to distract the enemies. You bluff your way, your party gets advantage to sneak, enemies get disadvantage. Niche, and it doesn’t scale, but it can be effective if this is the kind of thing you want to play.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Hold Person</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Hold-class spells are really good, allowing you to freeze critters, then have your teammates slaughter. </span></span><span style="color: #000000"><span style="font-family: 'Arial'">The ability to hold four people at fifth level keeps this spell competitive with the later Hold Monster.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Invisibility</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- The ultimate in sneaking spells, even if it is low level.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Mirror Image</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - One of the best non-Concentration buffs in the game, with multiple images that confuse attackers.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Misty Step</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Bonus action teleport to get out of danger, or melee range if you’re a caster. The lack of scaling and limited spell slots makes this an emergency tactic only.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Ray of Enfeeblement</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Strength based attackers tend to have good Constitution saves. There are better spells that scale to use your magic with.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Shatter</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Scaling thunder damage; take it for the potential to destroy physical objects, not the damage.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Spider Climb</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - While one can argue its use at levels 3-4, it quickly becomes obsolete by the at-will </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Levitate </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">or the </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Fly </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">spell.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Suggestion</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Only single target, concentration, and doesn’t scale well. </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'">Useful in social situations or to recruit a second chain-lock pet</span></span><span style="color: #000000"><span style="font-family: 'Arial'">, but there are far better spells to employ for combat or exploration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Archfey spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Calm Emotions</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Can be handy if you need to remove fear or charms on your companions. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Phantasmal Force</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A handy trickery spell, but again a niche situation, and isn’t better than just using invisibility and stealth. You don’t take it for the damage.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fiend spells: </strong></span></span> <span style="color: #38761D"><span style="font-family: 'Arial'"><u>Blindness/Deafness</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Con save is a rather popular one with monsters, but if you can hit a wide group of creatures that don’t have a strong Con save, this is a very good way to shut down a battle.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Scorching Ray</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Ends up dealing as much damage as an equivalent level fireball on its own, and its spread around targets instead of equally. On the other hand, each ray stacks with Hex - a potential of 15d6 at level 9 is not too bad, making it strictly better than eldritch blast for a long time, which is all you can really ask for. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Great Old One spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Detect Thoughts</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Reading minds can be useful in some situations, but its highly story dependant. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Phantasmal Force</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A handy trickery spell, but again a niche situation. You don’t take it for the damage.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Third level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Counterspell</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Your limited spell slots make this more of a trap choice than a strong one. Where wizards or sorcerers can use low level slots to stop magic by making the check, you have more important things to cast with your limited slots.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Dispel Magic</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Always a good spell. And the spellcasting check means that you can bring down high level magic as well. Plus, since its an ability check, Guidance can add to the roll as well!</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Fear</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Alright control spell, most notable for being an AoE. Warlocks can always use more AoEs.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Fly</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - One of the greatest utility spells in the game, hands down.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Gaseous </u></span></span><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Form</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Traveling as a slow moving semi-solid misty cloud can have advantages, but considering that the cloud can still be hurt and may very well be obvious magical in most places, its use is very questionable. With a generous GM, its a niche effect. With a more devilish?</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Hunger of Hadar</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - If you use control effects, like Repelling Blast, to keep enemies in the area, it can be devastating. Devil’s Sight lets you see into the darkness to target enemies, while they have to suffer in darkness. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Hypnotic Pattern</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A curious variation on the Sleep spell, but using a Wisdom save.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Magic Circle</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - How often are you dealing with extraplanar creatures where you’d have the time and need to set up a magic circle? </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Major Image</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - One spell level shy of making persistent illusions. Its of questionable use, considering that one can often use at-will effects to do most everything, without Concentration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Remove Curse</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - How often do you need to remove curses? Modify Memory is the only curse that can’t just be Dispelled, and that is a very rare spell to encounter.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Tongues</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- The times you need to speak (instead of just comprehending a language) something other than Common is vanishingly small in many games, but it occasionally happens.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Vampiric Touch</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Drains someone’s life over time. Good especially for hexblades in need of a recharge.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Archfey spells:</strong></span></span> <span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Blink</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- 50% chance of being nigh untouchable in the Etherreal during your turns is a potent defense.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Plant Growth</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - You can create a doubly difficult terrain somewhere with plants to move through, or give a good harvest. If you’re not in the wild, pretty useless.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fiend spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Fireball </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- classic big blast of flame</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Stinking Cloud</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A nice AoE control spell. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Great Old One spells: </strong></span></span><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Clairvoyance</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - There are better spying options than wasting one of your few spells known on this.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Sending</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Long range distant communication can be handy, but not all games would benefit from it.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fourth level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Banishment</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - All the fun of Hold Monster, but better! At level 9, you can affect two creatures at once, and its a Charisma save instead of Wisdom.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Blight</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Deals respectable damage to a single target, though </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'">Fiend warlocks likely have better fire-based AoEs at this point.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Dimension Door</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">-Teleport yourself and another past obstacles. Works well when combined with a familiar scouting for you.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Hallucinatory Terrain</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - How often are you going to need to make an area look like something else? Very specific plot point.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Archfey spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dominate Beast</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Unless you plan on running into a T-Rex, Giant Ape, Giant Croc, or a Mammoth, not much point to this spell at this level.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Greater Invisibility</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Invisibility that doesn’t drop when attacking. What’s not to love?</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fiend spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span> <span style="color: #38761D"><span style="font-family: 'Arial'"><u>Fire Shield</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Fun little damage-if-you-hit-me bit that stacks with Armor of Agathys. Good if you’re a </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'">hexblade in melee all the time</span></span><span style="color: #000000"><span style="font-family: 'Arial'">.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Wall of Fire</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Battlefield control spell and minion killer. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Great Old One spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dominate Beast</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Unless you plan on running into a T-Rex, a </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Giant Ape, a Giant Croc, or a Mammoth, not much point to this spell at this level</span></span><span style="color: #000000"><span style="font-family: 'Arial'">.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Evard’s Black Tentacles</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - If you can get a good spot, its deadly. If you can’t, creatures may just bypass it. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fifth level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Contact Other Plane</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Ritual spell; best used with the book or someone with the ritual feat. If you really want this kind of spell, take the feat or the Invocation and get all the related spells.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dream </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- fun little spell, but limited use outside of specific situations</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="font-family: 'Arial'">Hold Monster </span><span style="color: #000000"><span style="font-family: 'Arial'">- Hold-class spells are really good, allowing you to freeze critters, then have your teammates slaughter. Sadly, you won't be able to freeze multiple monsters at once by using a higher level, but its still a strong spell.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Scrying </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- A great utility spell. Good for lots of reasons, though not to every character’s tastes.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Archfey spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Dominate Person</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Dominates are always good spells</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Seeming</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Mass </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>disguise self</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> spell. Need to sneak in somewhere as a party? Got you covered. The problem being that anyone with a poor Deception check could be discovered, and out your entire party. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fiend spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Flame Strike</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Fireball deals 2d6 more damage, has a longer range, and a wider radius. Unless you have specific reasons to deal radiant damage and avoid fire damage, its a worse spell.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Hallow </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- Create your own (un)holy ground. Fun, and great for flavor, but limited use when you’re out adventuring.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Great Old One spells:</strong></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Dominate Person</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Dominates are always good spells</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Telekinesis</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Effectively replace virtually any strength check with your mind. So much potential both in and out of combat.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">From Warlock 11 on, you will get to pick a few more level 5- spells, as well as choosing Mystic Arcanum for your level 6-9. Unlike Pact Magic above, you cannot cast Mystic Arcanum at higher levels, or use it as a swapped spell slots, or the like. You can’t swap out the Mystic Arcanum for another spell as you level. The wording, however, does seem to imply you can pick a lower level spell and cast it always at that level. So, you could take Conjure Fey as your 8th level Mystic Arcanum and summon up to a CR 8 critter.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Sixth level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Arcane Gate</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Another limited range teleport spell, this time for groups. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Circle of Death</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A negative energy fireball. Deals less damage, but an insanely wide radius makes this worth considering for large battlefield.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Conjure Fey</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Right now, the strongest fey you can get is CR 3, the green hag. However, there are a number of Beasts that you can summon at CR 6. </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'">Handy if part of a chain-lock pet collection and you stay in Eldritch Blast sniper range so you don't lose Concentration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Create Undead</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Sadly, ghouls and ghasts on their own just aren't very powerful. </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'">Handy if part of a chain-lock pet collection. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Eyebite</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Multiple “Save or Suck” effects, one critter per turn.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Flesh to Stone</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Glorified Con-save based </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Hold Monster</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> spell. There are better options for controls that use non-Wisdom saves.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Mass Suggestion</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Multiple targets, all day duration, no Concentration. Simply awesome.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>True Seeing</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Gain truesight. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Seventh level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Etherealness</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Awesome exploration spell that lets you bypass pretty much any non-ghostly danger, and sneak into most anywhere. Not exactly good for being in combat or social stuff.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Finger of Death</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Strong damage and a chance to get a permanent zombie. What’s not to love?</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Forcecage</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Protect your party from all danger for an hour, or put a group of critters in time out for an hour. Even trying to teleport out has issues. Best part? No save, no concentration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Plane Shift</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Teleport to a different plane of existence. The power in this spell is actually the last paragraph: touch a creature, who must make a Charisma saving through. Save or be banished to a plane of your choice (ie Save or Die). The transportation aspect is just icing on the cake.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Eighth level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Demiplane</u></span></span><span style="color: #FF0000"><span style="font-family: 'Arial'"> -</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> A better</span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em> Rope Trick</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> mixed with <em>Secret Chest</em>. You can do better for level 8 spell, since the logistics just make it not worthwhile. Even if you want to use it as a poor man's Imprisonment spell, you still need to effectively subdue your prisoner first, and plot has a way of making a different solution to the problem if you don't have the spell either.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Dominate Monster</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Its always good to have control.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Feeblemind</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Enemy spellcaster giving you problems? No more!</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Glibness</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Being very good at Charisma skill checks sounds good, but with the amount of ways to have advantage out there so you generally roll high, its questionable if a level 8 spell is worth it. Avoiding Detect Truth spells are also nice, but kind of a niche situation. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Power Word Stun</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Assuming you’ve a GM who’ll give you a good idea when the monster is within HP range, this spell is like a Save-free, Concentration-free </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Hold Monster</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">. </span></span><span style="color: #FF0000"><span style="font-family: 'Arial'">If the GM isn’t sharing, its good to avoid.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Ninth level spells: </strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Astral Projection</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - taking your entire party to the astral can have some uses, but it feels a waste to have what amounts to a plot hook as your magical capstone.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Foresight</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - day long advantage and defense? Yes, please. Works great for everyone, especially hexblades.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Imprisonment</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - the sheer amount of detail involved makes this spell more of a plot point that never needed to be a spell. Could just as easily been a ritual and been awesome. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Power Word Kill</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - With a GM who gives you a good idea when you can use this spell, its a 100 hp attack that can’t miss. </span></span><span style="color: #FF0000"><span style="font-family: 'Arial'">If the GM isn’t sharing, well...</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>True Polymorph</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Lots of potential uses and abuses. Can effectively kill off a monster, or buff up a character with its use. Or create a massive army of your own one day at a time.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">5. Eldritch Invocations</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Invocations that modify Eldritch Blast</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Eldritch blast is, perhaps, the most iconic spell of the warlock. Virtually everyone learns it - even a good number of hexblades. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Agonizing Blast:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Add CHA to damage dealt for each hit. Everyone with </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Eldritch Blast </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">should take this asap.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Eldritch Spear:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">With this, you’ll be able to shoot as far as a longbow. With Spell Sniper, you can shoot double the range of anyone else. Sadly, this does not mean much - most combats include the threat of melee characters. So, if you can arrange for the range, its awesome. Otherwise, not so much.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Repelling Blast:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Knocks back target 10 feet. Can be great control effect at high levels for everyone. At low? It works awesome when combined the Great Old One difficult terrain spells like </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Hunger of Hadar</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> and </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Evard’s Black Tentacles</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">. Keep the monsters in the spell effect territory, being eaten alive. If you're playing a sniper, its good to keep enemies away so you can kite them.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Witch Invocations</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Book of Ancient Secrets [Req Pact of the Tome]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Adding rituals from every list is awesome. Current ritual spells include: Alarm, Animal Messenger, Augury, Beast Sense, Commune, Commune with Nature, Comprehend Languages, Contact other Plane, Detect Magic, Detect Poison and Disease, Divination, Drawmij’s Instant Summons, Feign Death, Find Familiar, Forbiddance, Gentle Repose, Identify, Illusory Script, Leomund’s Tiny Hut, Locate Plants or Animals, Magic Mouth, Meld into Stone, Phantom Steed, Purify Food and Drink, Rary’s Telepathic Bond, Silence, Speak With Animals, Tenser’s Floating Disk, Unseen Servant, and Water Walk.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Note that, among the rituals above, is Leomund's Tiny Hut, a perfect little hideaway for when you need safety for a short rest to replenish your spell slots. If your party has a battlemaster or monk, they'll love you too for it.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Silence is also notable, as it works well with the One With Shadows Invocation.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">A third popular ritual is Find Familiar - while you won't be as good as the Chain Warlock right off, having familiars is still very nice. Depending on the GM, you might even be able to get an imp, pseudodragon, sprite, or quasit, depending on how your GM reads the variant rules in the Monster Manual.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Binder Invocations</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Voice of the Chain Master </u></span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>[</u></span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Pact of the Chain]</u></span></span><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Seeing and speaking through your familiar isn’t a big deal, considering that you’ll probably be in telepathic communication anyways. The actual use for this, however, is able to remote control any summons or mind controlled peon from sniper distance. Simply have your familiar lead the charge, while you're out of the firing range. Truthfully, this remote control option over summons and thralls is the ONLY reason I've really found for focusing on Pact of the Chain in the first place.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Chains of Carceri [Req lvl15, Pact of the Chain]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">While highly restrictive, chances are that a warlock is going to be dealing with celestials, fiends, and elementals as a large part of their personal storyline, if not a major baddie, making at will</span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em> Hold Monster</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> very good in those cases. If you’ve taken lots of Conjure spells, its also very good if you lose control of your summons, making a high level Binder a good summoner. This is the warlock equivalent of the level 14 Conjurer Wizard and Land Druid abilities to mitigate being harmed by their own summons.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Hexblade Invocations</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Thirsting Blade [Req lvl5, Pact of the Blade]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Pretty much necessary for all hexblades.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Lifedrinker [Req lvl12, Pact of the Blade]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Same as above - pretty much necessary.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>At Will Spells</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Armor of Shadows:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Mage armor</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> that compares with light armor. Depending on which gets the better magic items, one or the other may end up better.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Beast Speech:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Speak with animals</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is a pretty niche effect. Especially when it also comes in ritual form.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Eldritch Sight:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>D</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>etect magic</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is important for most arcanists. You can get wands and rituals that will cast this at will, though, so chances are you’ll never need it as an Invocation.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Fiendish Vigor:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">An effective 8 thp every fight. Very good at low levels, a bit less useful at higher. Since its at will, you can really just keep casting it until you get that extra 8.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Mask of Many Faces:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Disguise self</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> can be used for infiltration, spying, exploring, and all around tricking enemies. Classic illusionist trick, especially useful for those races prejudiced against in goodly towns. Upgrade to Master of Myriad Forms at level 15.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Misty Visions:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Silent image</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is another classic illusionist trick to fool a large number of people at once. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Ascendant Step (Req lvl9):</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Levitate </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">can lift you out of melee threat range, or lift up a threat with a successful Con save. Control and dodging all in one spell. Classic ability for drow.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Otherworldly Leap [Req lvl9]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Who needs to </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Jump </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">when, at the same level, you can use Ascendant Step instead? Sure, </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Jump </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">isn’t Concentration, but situations where you need it are also less common. That said, there is a neat little trick - you can cast it on your entire party, since its at-will and no Concentration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Whispers of the Grave [req lvl9]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Speak with dead</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> is an investigation / exploration tool. Kill a monster, interrogate it after the fact. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Master of Myriad Forms [Req lvl15]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Alter self</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> at will sounds good, but growing gills or claws isn’t that important for a level 15 warlock. The only real reason to take this is if you’ve been running Mask of Many Faces, and so you can swap that Invocation out for this one.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Vision of Distant Realms [req lvl15]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Arcane eye</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">, all the time? You will get to see the layout of any dungeon or place in a matter of moments. You can repeat as necessary without wasting slots. Its the ultimate in clairvoyance magic. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Daily spells</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Thief of Five Fates:</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'"> Even at low levels, there are better uses for your spell slots and Concentration than </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Bane</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">, let alone one of your two Invocation slots. </span></span><span style="color: #38761D"><span style="font-family: 'Arial'"> Its better if you have a set up with other party members.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Sign of Ill Omen [req lvl5]:</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'"><em>Bestow curse</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> once a day is good against a major boss at low levels, but against an average battle? Not so much.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Mire the Mind [Req lvl5]:</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'"><em>Slow </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">does lower defenses and abilities of up to six targets; the best of which involves restricting the creature to one attack. No multiattack, no Two Weapon Fighting, no using bonus actions for anything else.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Bewitching Whispers[Req lvl7]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Compulsion </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">is a fine movement control spell. Not as much fun when the enemies have ranged weapons. Which, given Fly, most enemies should have at this point.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dreadful Word [Req lvl7]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Confusion </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">is a random spell. Chances are, you can get any affected critter to waste its turn. On the down side, they could get a regular action to break your Concentration.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Sculptor of Flesh[Req lvl7]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Polymorph </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">is a tricky spell, but one that has traditionally had good results.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Minions of Chaos [Req lvl9]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Conjure Elemental</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> can get you a Xorn. Lots of attacks, resistance to non-magical weapons, AC 19, lots of HP. If you know Terran or have GOO telepathy, the Xorn makes an excellent scout. <a href="http://community.wizards.com/forum/player-help/threads/4148541" target="_blank">See the Conjurer Guide for more details.</a> </span></span><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Better if part of a Chainlock pet group.</u></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Misc. abilities</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Beguiling Influence:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Proficiency in Deception and Persuasion. Great for those who like more skills.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Devil’s Sight:</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">See in normal/magical darkness out to 120 feet. Considered to be awesome combination with the </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Darkness </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">spell. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Eyes of the Rune Keeper:</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">The ability to read all writing isn’t a big deal when there are rituals that do the same. There may be some times that you need to read a rare script without the time to cast Comprehend Language, </span></span><span style="color: #000000"><span style="font-family: 'Arial'">but not in any game that I've seen or heard of. Especially not when writing tends to be Plot, which usually means there's a different solution than taking this invocation.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Gaze of Two Minds:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Following inside the mind of a willing creature, even if you Charmed them, is good for scouting</span></span><span style="color: #000000"><span style="font-family: 'Arial'">. However, restrictions mean its a poor man’s </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Scry</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> spell that needs a lot of set up.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>One with Shadows [Req lvl5]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Surprisingly better than you’d think. Mostly because this is the only Invisibility spell available that’s not Concentration based. When combined with </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Silence </em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">and </span></span><span style="color: #000000"><span style="font-family: 'Arial'"><em>Disguise Self</em></span></span><span style="color: #000000"><span style="font-family: 'Arial'">, warlocks can make a surprisingly good sneaks without ever needing the skills. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Witch Sight [req lvl15]:</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> </span></span><span style="color: #000000"><span style="font-family: 'Arial'"> Not quite true sight, but close enough to make it worthwhile. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">6. Feats</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">There are any number of feats available for taking. That said, not every feat is for every class. Here, we’re hoping to go over every one that would be attractive to the class, or any traps one may fall into. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>General Feats for any warlock</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Alert</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - A generally useful feat that pretty much anyone wouldn’t mind. No surprises and an initiative boost.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Actor</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - The only +1 Charisma feat, its not a bad option if you start off with an odd number in your Charisma score. Warlocks can get a lot of milage out of Deception mixed with disguises, and this makes you better.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Defensive Duelist</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - All warlocks can hold a knife and use it for a bit of AC once a turn.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Inspiring Leader</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - THP is always handy to have; that said, you have Armor of Agaryths for extra health, so this would be more for everyone else.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Lucky</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Happily taken by anyone anywhere.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Moderately Armored</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - If you're starting off as human, getting medium armor and shield proficencies can really boost up your AC for early game survivability with your free feat; still arguable use for other races. Though, as the game goes on, AC matters less, and more magic defenses show up. Just watch out if you use a shield - spells that require somantic and material components need a hand for both your focus and a hand for your gestures.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Resilient</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Getting Con affinity saves is always a good thing, especially for maintaining Concentration on your spells. Boosting Concentration is key concern with casters.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Skulker </u></span></span><span style="color: #000000"><span style="font-family: 'Arial'">- While the warlock does have a strong sneaking streak, they are better off with their spells, as they don’t use ranged weapon attacks, and Devil’s Sight can see in pitch darkness.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>War Caster</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - This is probably your number one priority for hexblades, even before raising attributes, and a strong suggestion for everyone else. Eldritch Blast on opportunity attacks, advantage on Concentration checks. For hexblades, it means being able using a shield, a two handed weapon, or two weapons at once and still casting spells.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Feats for the weapon-using Blades</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Dual Wielder</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Warlocks don’t naturally lend themselves to two weapon fighting, but if you already are, then feel free to give yourself a small boost with this.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #38761D"><span style="font-family: 'Arial'"><u>Great Weapon Mastery</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - If you’re running a Fiend Polearm, chances are you want to kill off the enemy yourself for the THP. This gives you a bit more power to do just that.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Polearm Mastery</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - When mixed with War Caster, there’s a lot of power there.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Martial Adapt</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - One die isn’t enough to do much.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Savage Attacker</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Good if you have a strong single attack like rogues or paladins. You don’t.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Sentinel</u></span></span> <span style="color: #000000"><span style="font-family: 'Arial'">- Sometimes, like when an Hunger of Hadar is up, you want to be really sticky and not let anyone past you.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Feats for the spell focused Chains and Books</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="font-family: 'Arial'"><u>Spell Sniper</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Like War Caster, most casters will need it sooner or later to avoid that +2 AC for firing into melee. Eldritch Blast is your bread and butter, and you can’t afford to be taking penalties because your targets are in melee. Either pick up <em>Shocking Grasp</em> for a close range attack, or, if you don't want another attack cantrip, you can ask your GM if you can switch Eldritch Blast for a different cantrip like <em>Blade Ward</em>, then relearn<em> E.B.</em> with the Feat.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><span style="font-family: 'Arial'"><u>Elemental Adapt</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - Even for the fire-happy Fiend, you are better off just relying on Eldritch Blast or another spell</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #9900FF"><span style="font-family: 'Arial'"><u>Magic Initiate</u></span></span><span style="color: #000000"><span style="font-family: 'Arial'"> - If you really want more cantrips or extra level 1 spells like healing abilities.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">7. Equipment</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">In terms of mundane equipment, there's not a lot going on. Just as paladins can be compared to Fighters with divine powers, so are warlocks compared to rogues with unholy powers. A pure warlock, without dipping into another class for armor or weapon proficencies, is going to be looking at all the same equipment as the rogue, with a bit of wizard on the side.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Dagger</strong> - Unless you get a magical one, there's no reason to use this.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Rapier -</strong> This is, perhaps, the best weapon to use with a standard hexblade</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Light Armor</strong> - Its always going to be a toss up if light armor or Armor of Shadows is going to be better off. Early game, AoS gives higher AC. Late game, once magic items come into play, they're the same. AoS also allows you to wear magic robes. But light armor frees up an invocation slot and is less magic-item dependant.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Arcane Focus - </strong>The stereotypical warlock focus is a rod. That said, its important to note that for a good number of warlock spells, you actually don't <em>need</em> one. Hellish Rebuke, Misty Step, Eldritch Blast to name some spells that are only running Vocal and Somantic components. And there's a lot of buffing spells where you can cast long before combat, such as Fireshield. So, its possible to run without one, if you don't mind restricting your spells to a handful, and missing out on a Rod of the Pact Keeper.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Whip</strong> - Reach is a very nice thing. And, given Hex and Lifedrinker, you're not too maried to your weapon for damage dealt.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Now, with multiclassing and human variant, you can end up with more armors to play with. Also enables you to play with the heavy weapons - your AC is just too low without Dex or bigger armor.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Glaive - </strong>For a hexblade, you want multipe hits, and Polearm mastery gives you that. However, nine times out of ten, your bonus action is going to be taken up by Hex - you do more damage with that up and a greatsword than the polearm. Add to the fact you need two feats to really make this work, its pretty much better to go with a greatsword (or axe).</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Greatsword</strong> <strong>(or -axe)</strong>- Does lots of damage, even before (or if) you get Great Weapon Mastery. Given that you're feat starved already with War Caster, still able to use Hex with your bonus action, things are pretty good this way. You still run into the issue of no rod for a lot of spells, which can be an issue. Playable and strong, but it impedes your overall effectiveness.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Medium / Heavy Armor - </strong>Compared to light armor or AoS + Bracers, its better, simply because you need less Dex to stay competative. The downside? Less stealth and agility, which many warlocks favor.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Shield - </strong>See above discussion on Arcane Focus. You need both material components or somatic components for a lot of spells, and it takes actions to draw or stow your focus. So, you can pull using this off once you get War Caster. Its a good early game AC booster, where you also have few spell slots to use in combat. Later on, you can hang on to it if you pick up War Caster as well. Ironically enough, its not be the best option for hexblades, however - weapon plus shield equals no free hands for a rod to cast spells with.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Yes, magic items are the dominion of the DM. However, not all magic items are made equally for the warlock. Actually there's the Rod of the Pact Keeper, which is very literally made for warlocks- not picking one up is like having a paladin not uncover a holy sword. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Bracers of Defense</strong> (Rare)- if you've got the mage armor going on, this is the natural upgrade. And it comes out about the time light armor gets their first +1, so you have +2 AC bonus over wearing light armor at this point! And it lets you wear robes! Ironically in the late game, if there are no robes desired / available and you find some +3 light armor? Or your warlock is using Medium Armor and Shield? You're better off switching to the armor, and freeing up your mage-armor Invocation for something else. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Ring of Spell Storing</strong> (Rare)- At least one free spell a day. If you can convince your party to take two hour rests instead of just one, then we're talking about a free extra spell slot every rest!</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Rod of the Pact Keeper</strong> (Uncommon to Very Rare)- +X to your eldrtich blast accuracy, +X to your Save DC checks (considering many warlock spells are Save or Die, a huge boon), and a free recharge of a spell slot, once a day. Very nice. Even if you're a Heavy Weapon blade, there's very little reason to not be excited to find one; you can always use an extra spell slot a day, then put the rod down.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wand of Magic Detection</strong> (Uncommon)- Its nice to have Detect Magic for free. No wasted spells known, no wasted invocations. Just... Detect Magic, at will. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Wand of the War Mage</strong> (Uncommon to Very Rare)- A sister wand to the Rod of the Pact Keeper, this particular item grants +X accuracy with magic attacks, and ignores half cover, making it much more suitable than the Rod to fire into melee, and bypasses the entire reason to pick up Spell Sniper. That said, unlike the Rod, it doesn't increase spell save DC, nor give you a spell slot. If you're using your spell slots purely out of combat, and relying solely on Eldritch Blast, this is probably better than the Rod. However, given that you'd be passing up on some potent spells to do just that, its actually a loss for your character - not all fights can be solved with Eldritch Blasts</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[HR][/HR]</p><p></p><p>[h=2]<span style="color: #000000"><span style="font-family: 'Trebuchet MS'">8. FAQ</span></span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong><u>When I Multiclassing with the Warlock, can I take Invocations based on my character level or my class level?</u></strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="https://twitter.com/JeremyECrawford/status/524721825108865025" target="_blank">Acording to Jeremy Crawford, developer, Invocations are meant to be based on Warlock level, not your total character level. See link for twitter responce.</a> So, that means that you can't take 3 levels of warlock to get access to Thirsting Blade, for instance.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong><u>What about Eldritch Blast? Doesn't that scale with your character level? Doesn't it still work if I multiclass?</u></strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Yes, all cantrips, including Eldritch Blast, grow with your character level. So, yes, this means you can dip 2 levels into Warlock, get Eldritch Blast, Hex, Agonizing Blast, and Repelling Blast, then go on to level up as a sorcerer or bard and use the most powerful class feature of the warlock class. This also lets you use the Pact Rod for those classes, giving you +X bonus to your spell DCs. Really, the warlock has some of the best stuff in the game.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000"><span style="font-family: 'Arial'">Can I use Metamagics with Eldritch Blast? Can I convert warlock spell slots into Sorcery Points?</span></span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Yes, you can use Metamagic with warlock spells, including Hex and Eldrtich Blast. Note that Eldritch Blast, past level 4, has two targets, and thus is not a valid target for the Twin Spell metamagic option. As for</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> turning Pact Magic spell slots into Sorcery Points? The debate comes down to the question "is Pact Magic different enough from Spellcasting that their spell slots are incompatable?" At the moment, there’s no official answers. So each Game Master is going to need to come up with the answer for themselves.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong><u>Why does the Warlock spell list go up to 9, but the spell slots go up to 5?</u></strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">After level 10, warlocks learn what’s known as Mystic Arcanum. Every other level, you learn one level 6 spell, one level 7 spell, etc that you can cast once a day.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong><u>Does Agonizing Blast work on only the first hit, or every hit of Eldritch Blast? What about Repelling Blast?</u></strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Both Invocations work with every separate beam of Eldritch Blast. So, if you hit a single creature with three beams, then he takes 3d10 + 3*Charisma Mod damage, and gets pushed 30 feet. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong><u>Can I use a greatsword or glaive with two hands, then just hold it in one hand when casting a warlock spell with somatic or material components?</u></strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Maybe. It all comes down to how your DM interprets the rules. Mike, developer, has gone on record saying that the reasons the quarterstaff has the versatile property is specifically because its meant to be a two handed weapon, but can be held in one hand for when a caster wants to cast a spell with somatic components. This implies that you can't just hold a two-handed weapon in one hand to cast a spell. Getting Warcaster can alieviate some of those issues when it comes to somatic spells, but not material.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">With material component spells (like Hex, Darkness, and several others), there's the whole "only one interaction with objects per turn" rule. So, letting go of the weapon, grabbing a material component, storing the component, then grabbing the weapon again is probably a few too many object interactions by the rules. It does seems to be the intent of the game that you shouldn't be able to pull off manipulating material components or arcane foci while trying to use a two-handed weapon. <span style="color: #000000"><span style="font-family: 'Arial'">Its more than possible to work with just vocal and somatic spells, though.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Trebuchet MS'"><strong>9. Builds and Combos</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Darkness and Devil’s Sight</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Darkness lets you cover yourself in darkness. Now, every creature is at disadvantage to hit you, and you have advantage to hit them. This is especially nice tactic for the drow, who would no longer suffer from their sunlight allergy.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Awakened Mind + Suggestion</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Normally, suggestion is a difficult spell to pull off in the middle of combat. Do you speak the creature's language? Not everyone speaks Common. Can the target hear you over the din of battle? Its hard to get a creature to understand you when its screaming while in the middle of a charge. The telepathy from the first level of the Great Old One Patron neatly side steps the issue. </span></span><span style="color: #000000"><span style="font-family: 'Arial'">With a simple command such as, "Protect me and my allies, follow my orders, and I will reward you," you can effectively gain a poor man's version of Dominate Person in the middle of combat. The telepathy prevents common practices of avoiding Suggestion, such as blocking ears, from working.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Defunct - Eldritch Blast, Repelling Blast, Polearm Mastery, War Caster</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">This four part build had a rather interesting make up. How it used to work: when the creature approaches you, Polearm Mastery let you get an opportunity attack. War Caster would have kicked in, letting you hit them with eldritch blast. </span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Polearm Mastery has been errata'd - you can only make a polearm attack with the reaction you get from the Polearm Mastery feat. <a href="http://www.sageadvice.eu/2014/09/16/polearm-caster/" target="_blank">Click here for tweet.</a></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fighter 1 / Warlock 19</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">This is a pretty simple build, since it does something very simple. Starting off with Fighter gives you Constitution save proficiency for better Concentration checks. You get heavy armor and shields to help you with making a strength based hexblade. You get the Great Weapon Fighting Style to help deal more damage.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><a href="http://rpg.stackexchange.com/questions/49851/optimal-dragonborn-warlock-for-dpr-ac-with-blade-pact-and-fiend-patron/50327#50327" target="_blank">Here's a discussion on the subject using a Dragonborn.</a></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fighter (Battlemaster) 7 / Warlock (Fiend Blade) 13</strong></span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">One thing with the Pact of the Blade path is that, for the most part, it peaks in terms of power at level 12 with Lifedrinker. After that, the warlock path basically devotes itself to daily spells for a nova option. However, the majority of power still comes from short rest spell slots, and things like Hex, Fire Shield, Hellish Rebuke, and Armor of Agathys. On the other end, the Battlemaster is a fighter with short-rest-manuevers that ends up with the same issue - the majority of its class' power peaks at level 11 with Extra Attack (2). However, several of the manuevers not only increase the damage you personally deal by d8 damage, but do things like perform a Goading Attack - make the creature target you. Which, if you recall, is something the Fiend warlock wants - the more you are hit, the more damage that is returned to the opponent via warlock spells. Buffer with THP from Second Wind and Dark One's Blessing. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Your bonus action is likely going to be taken up by swapping Hex between targets, and using Second Wind. Use Hellish Rebuke and Riposte for your reactions. Because your bonus actions and reactions are pretty much already spoken for, the recommended weapon is the Great Sword. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Feats that you will want include Great Weapon Mastery, Warcaster, and potentially Martial Adapt for another superiority die, leaving two of the five attribute bumps for actual attribute bumps. Manuevers that you want are Goading Attack, Lunging Attack, and Riposte. Of the six Invocations your character will have, Lifedrinker is the only absolute. Devil's Sight for the Darkness combo, improving your chance to hit with Great Weapon Mastery, works well, but also leaves you without being hit yourself, given that's a large part of the tactics, it may not be desirable. Key spells include Hex, Fire Shield, Hellish Rebuke, and Armor of Agathys. Naturally, the fighting style you want to go with this is Great Weapon Fighting.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">A level 7 Battlemaster and 13 Warlock can also use the Battlemaster's judgement of HP from level 7 to tell when to launch a Finger of Death spell to automatically kill someone, and gain a zombie pet! </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">There's some variation at the end of this - some may opt for Fighter 8/Warlock 12 and get another attribute bump / feat, or only getting 6 levels of fighter and access to Hurl Through Hell for a powerful daily nova option at the cost of a superiority die.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000"><span style="font-family: 'Arial'">Cleric (war) 1 / Warlock 19</span></span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">Same "get heavy armor" rational as the fighter build, but getting a few extra cantrips and spells to cast, but without the Constitution save or the Fighting Style. Difficult, however, because the cleric spells will always be competing for your Concentration spot and your good spell slots, causing a bit of friction.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000"><span style="font-family: 'Arial'">Paladin 6 / Warlock 14 or Paladin 11 / Warlock 9</span></span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">This particular combination is designed to be a variant paladin style character, despite the overwhelming number of warlock levels. Why? Because warlock spell slots are renewable, and thus make extra room for the paladin to smite even more. The downside to this, however, is that you are pretty much just poaching Hex and renewable spell slots with little interest in the warlock itself. The idea is to get the best options from the Paladin class (the Aura, Improved Smite), then fill the rest in with renewable spell slots for smiting. There's currently a lot of argument that, after Improved Smite, there's not a lot of benefit for staying a pure paladin, as the higher level spells and abilities are seen as somewhat lackluster in a lot of cases.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000"><span style="font-family: 'Arial'">Sorcerer (red dragon) 3+ / Warlock (any) 2</span></span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000"><span style="font-family: 'Arial'">The basis of this build is to bring a synergy between renewable spell slots being converted into sorcery points, then using metamagic on either Sorcerer or Warlock spells to make them more. </span></span><span style="color: #000000"><span style="font-family: 'Arial'">Really, however, this is actually a Sorcerer build, and dipping into warlock to poach Hex, Eldritch Blast, and Agonizing Blast.</span></span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Warlock 1+/Monk 1+</strong> </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000">The mixture can be fluid but basically builds on hex with monk's many attacks. Can work with a martial arts Pact weapon. Watch out for the MAD, you need WIS, DEX, CHA all at 13 to even multiclass, and you can't dump CON of course. Charisma doesn't have to be any higher than that if you're going mostly Monk however. A sub-build uses Way of Shadows Monk and Darkness/Devil's Sight to be the ultimate Occult Ninja.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: #000000">Halflings on Flying Imps:</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000">Here's the basic idea: B</span><span style="color: #000000">e a Halfling Warlock 3 with Pact of the Chain. </span><span style="color: #000000">Summon up an Imp(6 Str). </span><span style="color: #000000">An Imp can turn Invisible at-will and carrying something weighing 45 lbs without penalty. That thing being carried is invisible. Such as a Halfling Warlock. The imp can fly 40'. </span><span style="color: #000000">Now if the Imp attacks or loses concentration, the invisibility is broken. But that doesn't apply to things being carried. If the Halfling Warlock does, the invisibility is not broken. So each round, you attack, then have the Imp move to a new location. So free Advantage on all attacks, you can fly to 300' to be out of the range of most spells with Eldritch Spear, and you force Disadvantage onto anyone trying to attack you.</span></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #000000">Needless to say, this little trick has issues. Does the Imp count as a mount? Should the attack break the invisibility? Most GMs will say something along the lines of "Yes!" to that. So, not something to expect to see in game. </span><a href="http://community.wizards.com/forum/player-help/threads/4136941" target="_blank"><span style="color: #000000">Link to thread where this came up. </span></a></span></span></p></blockquote><p></p>
[QUOTE="Mistwell, post: 6707810, member: 2525"] [COLOR=#333333][FONT=Open Sans][SIZE=5][COLOR=#000000][FONT=Trebuchet MS]Blade, Book, and Chain: the Warlock Guide[/FONT][/COLOR][/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][SIZE=4][COLOR=#000000][FONT=Trebuchet MS]As originally published by [/FONT][/COLOR]Mephi1234 on the Wizards of the Coast message boards[/SIZE][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#181818][FONT=Arial]“Knowledge itself is never dangerous, it is how that knowledge is used that is dangerous”[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#181818][FONT=Arial]― [/FONT][/COLOR][URL="https://www.goodreads.com/author/show/27100.Michael_Scott"][COLOR=#666600][FONT=Arial]Michael Scott[/FONT][/COLOR][/URL][COLOR=#181818][FONT=Arial], [/FONT][/COLOR][URL="https://www.goodreads.com/work/quotes/13322179"][COLOR=#666600][FONT=Arial][I]The Warlock[/I][/FONT][/COLOR][/URL][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=4][FONT=Arial]Table of Contents[/FONT][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]1. Introduction[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]2. Proficiencies, Backgrounds, Patrons and Pact Forms[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]3. Spells - Slots and Mystic Arcanum[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]4. Eldritch Invocations[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]5. Feats[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]6. Equipment[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]7. FAQ[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]8. Builds and Combos[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial][B]This guide will use the following ratings:[/B][/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Blue[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] choices are excellent. It’s hard to go wrong with one of these buddies.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Green[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] choices are good. Maybe not top-tier, but you’ll be good with this choice.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Black [/B]choices are just average.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Purple[/B][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]choices are substandard and situational. It also may represent a good choice at low level, but one to drop at high.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][B]Red[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] choices are traps. Avoid these at all costs.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B](( Currently in the process of updating to the following[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG])[/B][/FONT][/COLOR] [COLOR=#000000][FONT=Open Sans][COLOR=#DAA520][B]Gold[/B][/COLOR] is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call yourself optimized.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#00BFFF][B]Sky Blue[/B][/COLOR][COLOR=#000000] [/COLOR][COLOR=#000000][FONT=Arial]choices are excellent. It’s hard to go wrong with one of these buddies.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Blue[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] are very strong options for a wide variety of things.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Black[/B] choices are just average. They neither add to, nor subtract, from anything.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Purple[/B][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]choices are substandard and situational. It also may represent a good choice at low level, but one to drop at high.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][B]Red[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] choices are traps. Avoid these at all costs.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=4][FONT=Arial]What is a Warlock?[/FONT][/h][COLOR=#333333][FONT=Open Sans][FONT=Arial]To be a warlock is to be a student of an eldritch being, shaped and changed by the very arcane forces you are taught to channel. The problem is those very arcane forces tend to be rather on the dark side. As well, these occult dabblers have a strong tendency to turn away from the gods and to the forces of darkness in their pursuit of power - [/FONT][URL="http://en.wikipedia.org/wiki/Bell,_book,_and_candle"][FONT=Arial] there’s a very good reason the Pact Forms allude the old phrase "Bell, Book, and Candle," an old method of excommunication in the church. [/FONT][/URL][FONT=Arial]Learning Pact Magic requires much sacrifice and dedication as any paladin’s Oath, and the prices always have teeth. Warlocks embody every dark rumor of witches burned at the stake and occultists dabbling in knowledge no one was meant to know. [/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]But as for the meat of what makes a warlock tick, the actual mechanics? Unlike every other caster in the game, this class is not vancian magic. Warlocks do not Spellcast, a specific game mechanic. Instead, they have Pact Magic, which relies on a combination of powerful at will effects, passive pact blessings, a handful of encounter based spells, and the occasional daily powers, as well as your choice of Invocations that can be any of the above. Warlocks are very much a sum of many moving parts, all coming together; all these different parts are all filled with different choices, making the Warlock the most customizable and one of the most flexible classes to date. [/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [LIST] [*]Pact Magic - unlike other casters, the warlock only has a handful of spell slots for all their 1-5th level spells. They grow in power as the warlock levels, so all they're always cast at the same power level. Example: If you know Charm Person and you’re a level 7 character, you will always cast the spell as a 4th level spell; at level 9, you will always cast the spell as a 5th level spell. The slots also all recharge with every short rest. [*]At level 11, you start gaining "Mystic Arcanum" - short hand for saying that your level 6+ spells are daily powers. Three Patrons and three Pact Forms - the Patron offers spells and some boons, while the pact form lets you choose if you want to be a gish (blade), a dedicated spellcaster (book), or pet master (chain). [*]Invocations are a grab bag of random abilities, spells, and enhancements to the warlock. They're kind of like a collection of warlock specific feats. See below for more details. [/LIST] [COLOR=#333333][FONT=Open Sans][FONT=Arial][B]A note on Spell Slots and Resting[/B][/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]Spell by spell, a warlock can easily keep up with the damage a wizard does. The difference, however, comes from the fact that warlocks have so few spell slots. While they do refresh easily on short rests, you cannot count on a rest between every encounter; its recommended you get two short rests a day, and around 4 combats. Depending on the adventuring day, you might get more than that, you might get less. There are days where a warlock is not given any chance to get a short rest at all. It all depends on your GM, the current story, your party make up, and how generous short rests are in your current game. It also depends if your GM is using any of the options in the DMG to lengthen or shorten the time it takes to have a short rest.[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]So, its a good idea to keep an eye on your party composition when building. Fighters (especially Battlemasters), Monks, Bards (notably song of rest and bardic inspiration), and clerics / druids that focus on Channel Divinity / Wildshape powers. All these have benefits that rely on more short rests than few, and a party comprised of them will want more short rests more often than not.[/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]Thus, depending on the GM and party composition, a warlock can very easily swing between the 4th edition AEDU (at-will, encounter, daily, utility) style of play, or the 3e at-will-caster style warlock. [/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]PlayStyles and Class Focus[/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Something to keep in mind - warlocks are not AoE blasters like the evoker wizard or the sorcerer[B].[/B] Instead, they have a few major defining aspects - eldritch blasts, curses, and mind control. You could be a Pact of the Blade follower that functions much like a dark paladin. A warlock that focuses on eldritch blasts can be compared to a magical version of an archery-focused Fighter. Someone that focuses on the battlefield mobiilty and control, especially the book-locks, are much like an anti-bard, with inflicting debuffs on enemies instead of buffing friends. As well, there is the potential to be a pet-focused class, much like a druid summoner, or a necromancer, but with dominated people instead of summons or undead. [/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]2. Race, Proficiencies, Backgrounds,[/FONT][/COLOR][/h][h=2][FONT=Arial]Races[/FONT][/h][COLOR=#333333][FONT=Open Sans]Those who come to practice the eldritch arts can be born to anyone - there's someone, in any society, who's drawn to dark magic. That said, some are naturally better than others. And some who are even born to it.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Dwarf [/B]- The Hill (PHB) dwarves rarely let themselves be unwise enough to practice the dark arts. Their Mountain kin, however, find that their armor and enhanced strength, when coupled with the natural Constitution boost for Concentration checks and HP, plus medium armor for defense, make halfway decent Fiend Hexblades. The lack of Charisma is even not bad until you reach level 11 and pick up your second Blade Invocation, since there's not a lot dependant on having a high Charisma score with a fiend-blade.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Elf [/B]- It should come as no surprise that they fey-born elves make excellent Archfey warlocks. The natural dexterity fits well with the trickster angle of the Patron and its dex-based hexblades, and being resistant to charm is a potent ability in 5e - practically any kind of mind control spells are charms, including Dominate-class magic. Sleep effects are now a powerful mage-killers, so protection on that front is nice as well. Perception is a useful skill, no matter what class. High Elf (PHB) and Eladrin (DMG) can both bring extra magic to the table, in the form of either an extra cantrip, or a short-rest misty step, even as the lack of Charisma hurts. The Wild Elf's (PHB) increased speed, wisdom, and wilderness hiding, while not hurting, doesn't actually help as much. That said, the Drow (PHB) make excellent fey warlocks - [I]Dancing Lights [/I]is a good trickster cantrip, [I]faerie fire[/I] is a strong spell on its own, and the [I]Devilsight / Darkness [/I]combo can bypass the drow's sunlight sensitivity.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Human [/B](PHB) - The default human path is nothing special; they can be good to help round out someone with a lot of odd numbers in their build, but don't really specialize. The human variant, on the other hand? Stat synergy, free skill, and recommended medium armor/shield proficencies for the free feat? One of the best survivable choices out of the gate, and a good overall canidate.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Halfling - [/B]Dexterity is good for a tricky warlock that likes being stealthy. Lucky will come up halfway often, given how often you will be making attack rolls. Lightfoot's (PHB) charisma and stealth complement the warlock path, making this a decent choice for a highly mobile character. Unfortunately, the Stout (PHB) with their poison resistance and constitution just don't lend themselves to any particular warlock path like the Lightfoot does, with no synergy to any key warlock concern.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Dragonborn [/B](PHB) [B]-[/B] Strength and Charisma boosts, coupled with an elemental resistance and a breath weapon, lend towards a good Fiendish Hexblade, especially if you dip Fighter first for the armors and fighting style. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Gnome[/B] - This Intelligence focused race is rather lacking; there's no Charisma boost, while the advantage on mental saves can be rendered redundant with a good familiar (Chain, and Book, with the right ritual and GM permission.) The Rock Gnomes (PHB) simply lack anything that lends to the warlock path; while the Forest Gnomes (PHB) offer a free cantrip, you're likely better off with the High Elf[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Half-elf[/B] (PHB) - Charisma boost, two other free attribute boosts, elven resistances, two free skills. All the best benefits of being an elf and a bit more. They sadly don't get any extra magic, which is huge with limited spell casters like the warlock, sorcerer, and bard, but the extra skill and attribute over any other race are excellent.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Half-orc[/B] (PHB) - What we said about the Mountain Dwarves? Pretty much applies here as well. The strength and constitution to be decent Fiend Hexblade, coupled with a bit of damage and health boosts, though not the AC or poison resistance. Free Intimidate is nothing to sneer at either. If you can keep up with the Temp HP to prevent dying, kind of like with the barbarian, its a good option.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Tiefling [/B](PHB) [B]-[/B] This race was born of warlocks, for warlocks, by warlocks. +2 Charisma for magic, +1 Intelligence for any of the class skills with occult knowledge, and fire resistance is nice, as its one of the most common types of elemental damage in the hero business. The real benefit comes from the magic - [I]Thaumaturgy [/I]can be leveraged to aid your use of the Bluff or Intimidation skills. [I]Hellish Rebuke [/I]and [I]Darkness[/I] are both very powerful warlock spells, so getting a free use of each per day, on top of potentially adding them to your spell list and freeing up other options to grab, is huge.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Aasimar [/B](DMG) [B]- [/B]Despite their relation to the cursed tieflings, or perhaps because of it, these holy reflections make poor warlocks. The +2 charisma boost is nice, as is the necrotic resistance; however, the [I]light [/I]cantrip and [I]daylight[/I] spell clash with the natural dark inclination of the class, as well as the aasimar's own darkvision. Having a daily use of [I]lesser restoration [/I]can be nice if your own familiar poisons you. Its not the worst option out there, but you can do better.[/FONT][/COLOR] [h=2][FONT=Arial]The Pact: Proficiencies[/FONT][/h][COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]As a warlock, you start off with access to light armors, simple weapons, and hit dice equal to the rogue. Actually, there are a lot of similarities to the rogue going forwards. Light armor may end up equal in defense to mage armor, saving you an invocation, and warlocks with a Pact Blades may like having an off hand melee weapon for two weapon fighting.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Starting warlocks also have a choice of two from Charisma and Intelligence skill, save Performance. Keep in mind that there is an invocation that grants more skills when picking.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][B]Strength: [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]If you’re going with a fiendish hexblade, you may want this over Dexterity. See Pact of the Blade, below. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Dexterity:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] If you’re going to be going blade pact, this is your best option. The extra AC and potential stealth to go with the warlock’s rogue-like leanings is never bad.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Constitution:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] HP and Concentration checks are never bad to have for a caster.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][B]Intelligence:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] Over half of the warlock’s skills are Int-based. That said, its possible to have warlocks without an interest in any of the Int-based skills; without them, Int becomes superfluous.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][B]Wisdom:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] A major save you are proficient in. Its nice to have a decent score here for that reason.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Charisma:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] This is, hands down, the most important stat for the warlock. Your spell attacks, extra weapon damage, half your skills and one of your main saves. It should be your highest stat.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial][B]The Pact: Backgrounds and Skills[/B][/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Backgrounds are comprised of three parts - two skills, two tools / languages, and a minor role playing benefit and story hooks. For the most part, these role play benefits are things like membership in a temple or thieves guild, (and the natural access to healing or information), or the fame that comes from being a wandering performer. There is no best or worse in this case - just one that fits your concept best. Just like your flaws, ideals, and bonds.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Tools and languages, outside of knowing your patron’s language and possibly a disguise kit or set of lockpicks, often aren’t important, and can be trained during downtime. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]This really leaves skills as the big thing to pick your background on; considering that there’s the option to let you combine tools, skills, and benefit from various backgrounds, I will just covering the important skills.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Arcana[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial][B], [/B][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][B]History, Nature, Religion[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial][B] -[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Warlocks often pick up information regarding to their patron, or how they first met. In general, Arcana is more likely to bring you information about the various extraplanar creatures than not, and will likely come up as part of dealing with your Patron. History, Nature, and Religion may be possible to supplement your knowledge - the Fey Wilds could have Nature checks, and fiendish cults are common. Depending on story / GM, [/FONT][/COLOR][COLOR=#FF0000][FONT=Arial][B]may be a trap choice[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial].[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Deception (plus disguise kit or spell)[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]-[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Highly desirable. Warlocks aren’t exactly well loved and you may need to pretend or lie often, or disguise yourself. As well, book warlocks can stand to be able to sneak into wizard or cleric libraries somehow and get their hands on rituals. If your GM allows downtime training, learning to use a disguise kit is nice and may save you from needing the disguise self spell with your limited spell slots and Invocations. Given that warlocks may start with Deception, or take Beguiling Influence, it may be best to avoid taking this skill as part of the background.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Intimidate, Persuasion -[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Convincing people to let you do something is good, and often very helpful. There’s a lot of overlap between these two - persuading someone with diplomacy, or with threats. Depending on playstyle, and if the GM allows your fighter and barbarian to use Strength with Intimidate, it may be best to go with just one. If you plan on taking Beguiling Influence, pick your skills and background accordingly.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][B]Insight[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Detecting lies and figuring out someone’s motives is handy for a social character. That said, the group really only needs one person with the skill, so it may be better to leave this to someone with a high Wisdom score like a cleric or ranger. Or, perhaps, a rogue or bard with expertise.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Investigation[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Much like Arcana, being able to do research on your patrons is nice. Noticing hidden traps, rooms, or objects is good as well. Solving puzzles can be a strong Exploration feat as well.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Perception[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Noticing what’s going on around you is always good. That said, warlocks often have lower Wisdom.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][B]Sleight of Hand[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]There’s really no reason to have this skill or kit, beyond character concept. The class really lacks any support, however, making it tricky to pull off, and potentially dangerous when there’s likely safer ways to get what you want to swipe. Unless you really want it for your concept, avoid any background that forces you to take it.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Stealth (and [/B][/FONT][/COLOR][COLOR=#38761D][FONT=Arial][B]thieves tools)[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Stealth is always a good option. It especially couples well with fey warlocks with their illusions, or pretty much any warlock who takes the Silence ritual spell or the One With Shadows Invocation. It should be noted that book Warlocks are the only ones in the game that can maintain both limited invisibility AND the concentration-based Silence spell, allowing them to be very good at sneaking. Thief tools are handy to have if you run into locks while sneaking; if you’re not sneaking, little reason to not just blow a lock off with magic. [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]3. Patrons and Pact Forms[/FONT][/COLOR][/h][h=2][COLOR=inherit][FONT=Arial]The Pact: Patrons[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]It is said that Evil has three defining Vices - Dominating Tyranny, Seductive Corruption, and Mad Destruction. Each can point to each as a shade of Lawful, Neutral, and Chaotic, or as a dark counter to the three major Paladin Oaths. In any case, no matter how you look at the three Patrons, each has its own niche that they fill.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]The Fiend[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is the most direct of all the patrons. While abyssal patrons aren’t unknown, this path is highly influenced by the Infernal. Fiery magic is potent, but ultimately a common tactic in the Blood War, as devils are immune while demons are not. Suggestion and Command spells allow the warlock to give orders, and be obeyed, though they lack Dominate Person. The Fiend boons revolve around vampiric healing, resistances, and a bit of luck when making a skill or save - more than helpful when trying to maintain a Concentration spell! If you are looking to thrive in a battle, then this path is for you.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]The Archfey [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]is, perhaps, the most subtle of the patrons. Where the Fiend can be considered a warrior, the Archfey is the path of the arcane trickster. Charms, fears, illusions, and madness are all hallmarks of this path. It even comes with two of the most powerful spells in the game - Dominate Person and Improved Invisibility. These two spells alone make this a path worth considering, as are Sleep, Faerie Fire, and Blink. The boons all allow you to move around the field and escape danger, often by messing with the minds and perceptions of your foes. If you want to play a magical rogue, this is for you.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Great Old Ones[/B][/FONT][/COLOR][COLOR=#38761D][FONT=Arial][B] [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]are the most thoughtful of patrons. Literally. The magics and boons this path grants are primarily psionic abilities, such as telepathy, clairvoyance, and telekinesis. Unlike the heavily resilient Fiend or stealthy Archfey, this path doesn’t lend itself to being a strong hexblade; too many of its abilities suggest back row casting. Its level 1 ability, telepathy, is more fluff (though fun fluff) than actually useful in a lot of cases. Even its level 14 ability is to create a pet from a defeated humanoid, suggesting more of a defense for a back row caster than encouraging front row battles. Entropic Ward is a handy defense, but once a short rest is too infrequent for a front row character. That said, its utility spells and battlefield shaping control are outstanding. Take this path if you’re looking for more out of combat abilities.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial][B]The Pact: Pact Forms[/B][/FONT][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Upon reaching level 3, warlocks get a one-time choice from three boons - book, blade, and chain, also called the witch, hexblade, and binder. You can choose to improve your pact form in future levels through Invocations. See below for more detail.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][B]Pact of the Blade[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] stands out from the other two; by selecting Blade, the warlock is taking the option to dedicate himself to being a magical warrior. The major benefit of going hexblade is to use damage-boosting feats with weapons, and to use magic items with your warlock spells / features. Like most fighters, you have the option of going Strength based, or Dexterity based. Archfey and Great Old Ones want to go with Dexterity for their hexblades; running hex and two weapon fighting is best at this point. The Archfey runs a lot like a rogue, playing the hidden skirmisher. Then, there is the Great Old One hexblades, who want to work as a controller, so they should reach for the Sentinel feat and tactics. Lock down your opponents.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]The Fiend Patron, meanwhile, is ideal for Strength-based hexblade. But it does it in a rather unique way. Unlike normal melee warriors, who like to avoid being hit… the fiendish hexblade wants to be hit. You are playing a masochist. Using Blade Ward, Armor of Agathys, Flame Shield, Hellish Rebuke, and your Patron Boons, every time you get hit, you deal your attacker damage. You take less damage per hit, and you buffer yourself via Temporary Hit Points. Taking a glaive and the mastery feat may work wonders for your DPR with Lifedrinker and Hex running, as well as using Eldritch Blast with War Caster.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][B]Pact of the Book[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is a pretty outstanding path. Right off, you get three cantrips, from any list. That means some of the most powerful at wills in the game are yours - Vicious Mockery and Guidance, to name two. Later, you can take an Invocation that lets you learn any ritual spell in the game. Lots of magic, though the vast majority of it will be utility spells and divinations. You can even get a wizardly familiar, as the Find Familiar spell is a ritual! A lot of magic involved here, even for the blast heavy Fiend and domineering Old One.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]The Archfey, with their multitude of evasive capabilities, illusions, and emotional swaying make the best witches of the paths, lending themselves to the directing the battlefield as a controller and enabler. The trickster path is also the most cantrip-hungry, wanting access to the same things as everyone else, plus all the minor illusions, dancing lights, and charms they can get their hands on. This is also a path that enjoys inflicting various curses and misleads to shape the battlefield. The 14th level ability demonstrates this Controller tendacy perfectly - lock down a creature so your allies can[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Unlike other Pact Forms, however, there is no patron that really struggles at being a Book warlock. Everyone loves more spells. The rituals and cantrips allow the Book to dabble in the other paths as well, getting familiars and melee options. The sheer amount of versatility make this path the strongest of the three Pact Forms.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][B]Pact of the Chain[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial][B] [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial]plays a lot like the book path. The difference lies in utility again - the enhanced familiar that the binder gets is awesome for for scouting, like a small invisible magic eye to scout out anywhere. They come with spells and abilities that you normally wouldn’t have. While their attack action isn’t very good in terms of damage, it is good when you realize that some of them include things like poison on the attack, so the “attack” is more of a utility spell than damage. As well, they still can use the Help action to give you a hand in combat for advantage. The shared senses give you a strong perception check. Three of the four familiars even share their Magic Resistance with you (as per Monster Manual familiar rules). [/FONT][/COLOR][COLOR=#000000][FONT=Arial]That, and at level 15 you can cast Hold Monster at will on celestials, fiends, and elementals. Which, while a niche situation, can be really good when it does come up. If you reach this level, the Chain becomes ideal for summoners, or dealing with threats on the Elemental or Outer Planes.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]The Great Old One patrons seem to enjoy granting the most benefits to this form. Telepathy to speak with anyone whom you summon, charm, or anyway encounter is a very handy skill to possess, coupled with growing your own pet at the height of the game makes for very interesting play. This patron is the most likely to pick up Conjure and Undead spells, just to increase the number of pets they control with their various magics. Chain Old Ones have a very high chance of ignoring the Eldritch Blast entirely, relying on others to do their work. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]As a direct opposite of the Pact of the Blade, Fiends have the most trouble being Chain masters. They simply lack access to the spells and abilities needed to support and maintain conjured, raised, or dominated pets at mid levels. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]The problem with the familiars is that the Book pact, or even regular wizards, could arguably get the same familiars as the Chain pact, making this path less than unique. That said, only the Chain pact warlock can make even these familiars use an Attack. So, even if a wizard, a book warlock, and a chain warlock all have an imp familiar, only the Chain could order his to attack or allow it to have an opportunity attack. How much you want to give up your own action to allow a familiar to is up to debate. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Quasit [/B]- Inflict Fear and Poisoned status on combatants. Both strong, but almost requires the Quasit to be on its own. Invisiblity and shapechaning make for a good scout. Hands down the best at combat of the four options.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Imp[/B] - Better at being disguised, because simply being shapechanged doesn't automatically mean you succeed at stealth. Can Help you far more often in social situations, plus can operate better alongside you if you're running the Darkness + Devil Sight combo. The imp isn't as combat-powerful as the quasit, but it is far more adapt at out of combat situations.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B]Psuedodragon[/B] - Advantage on your Perception checks? Yes please! The large telepathic range is very nice, especially if you can speak through it. That's pretty powerful communication. Inflict poison condition with potential of sleep? Sadly, the dragon is the only one here without Invisibility.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Sprite[/B] - The sprite is the only familiar to not not share magic resistance, as it has none. Invisibility, ranged poison attack, and Heart Sight. Heart Sight is, perhaps, the ultimate Insight check, making it very hard to lie to a sprite that uses it. [/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]4. Spells - Slots and Mystic Arcanum[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Cantrips:[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Blade Ward[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Not bad if you’ve the time to set up a one turn buff. Certainly doesn’t hurt.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Chill Touch[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Normally a good spell, its outshined by Eldritch Blast in all cases save one where the enemy heals or regenerates a lot.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Eldritch Blast[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Signature warlock spell - has some nice Invocations that really boost its power. Highly recommended for everyone; even the blade lock wants this eventually for ranged attacks.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Friends[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial][U] [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Poor man’s charm person; still, if you’re in a dungeon using it on an enemy, who cares about the drawback when you just saved a spell slot?[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Mage Hand[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Telekinesis lite. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Minor Illusion[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - What it says on the tin. Goes well with [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]dancing lights[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] or [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]silent image[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] for distractions when sneaking.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Poison Spray[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A con-save spell for those casters who get caught in melee range.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Prestidigitation[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Minor magical tricks. Fun, but ultimately nothing helpful.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]True Strike[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - The fact that its a one turn Concentration spell and only affects one attack really hurts.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]First level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Armor of Agathys[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Scaling thp and damage if a creature hits you. Even better for fiend warlocks. What’s there not to love? [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Arms of Hadar[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A good spell if you get surrounded by melee and you want to get out without wasting a turn, or shut down enemy reactions. Careful, though, because it doesn’t differentiate between friend and foe. Despite being a general spell, archfey and fiend have other options that work with their boons better, making this more appropriate for [/FONT][/COLOR][COLOR=#38761D][FONT=Arial]Great Old One Patrons[/FONT][/COLOR][COLOR=#000000][FONT=Arial].[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Charm Person[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - With Friends in play, its best when used in long term social situations where you don’t want people to know you messed with their mind. Or you need to charm lots of critters at once. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Comprehend Language[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - What it says on the tin. Probably best to save for book pacts to use as ritual.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Expeditious Retrea[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial]t[/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Run faster and stay out of melee range is never bad when you’re a ranged character. The Concentration, however, still hurts. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Hellish Rebuke[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Nice little reaction spell, though debatable if its any good given the limited spell slots at low level; free with tiefling.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Hex[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial][U] [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Concentration. Deal extra damage when hit with an attack; target has disadvantage on an ability check. Highly recommended for everyone.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Illusory Script[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Another ritual spell dealing with hiding language. Best saved for book pacts.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Protection from Evil and Good[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Unless you’re facing lots of these, its not worth the Concentration slot.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Unseen Servant[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A third ritual spell for a menial task magic slave[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Witch Bolt[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Sith lightning, D&D style. Sadly, its not worth either your Concentration slot, nor one of your spell slots. You are better off just Hexing with Eldrtich Blast.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Archfey spells: [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Faerie fire[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Lots of good uses here. Advantage, find invisible people, etc.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Sleep[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Great at low levels, though it loses punch at high levels.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fiend spells: [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Burning Hands[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Nice low level spell quickly outshone.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Command[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A great battlefield control spell that scales well.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Great Old One spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Dissonant Whispers[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Making a creature lose its reaction and run away as a ranged spell is fun, but not a big deal - Arms of Hadar is better. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Tasha’s Hideous Laughter[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Weaker version of hold person[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Second level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Cloud of Daggers[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Mini [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]blade barrier [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]spell, but unlike its larger cousin, the fact this spell only takes up a 5’ square makes it easy to avoid.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Crown of Madness[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Poor man’s [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]dominate person[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]. Has no effect if there’s no one by the target on his turn, and you have to waste your own turn to maintain. Skip.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Darkness [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Look at Devil’s Sight Invocation and wonder. Free with drow and tiefling.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Enthrall[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Basically, you set yourself up as a distraction so other can sneak better. Put up a disguise, use the Help action on your allies, and cast the spell to distract the enemies. You bluff your way, your party gets advantage to sneak, enemies get disadvantage. Niche, and it doesn’t scale, but it can be effective if this is the kind of thing you want to play.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Hold Person[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Hold-class spells are really good, allowing you to freeze critters, then have your teammates slaughter. [/FONT][/COLOR][COLOR=#000000][FONT=Arial]The ability to hold four people at fifth level keeps this spell competitive with the later Hold Monster.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Invisibility[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- The ultimate in sneaking spells, even if it is low level.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Mirror Image[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - One of the best non-Concentration buffs in the game, with multiple images that confuse attackers.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Misty Step[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Bonus action teleport to get out of danger, or melee range if you’re a caster. The lack of scaling and limited spell slots makes this an emergency tactic only.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Ray of Enfeeblement[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Strength based attackers tend to have good Constitution saves. There are better spells that scale to use your magic with.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Shatter[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Scaling thunder damage; take it for the potential to destroy physical objects, not the damage.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Spider Climb[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - While one can argue its use at levels 3-4, it quickly becomes obsolete by the at-will [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Levitate [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]or the [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Fly [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]spell.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Suggestion[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Only single target, concentration, and doesn’t scale well. [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial]Useful in social situations or to recruit a second chain-lock pet[/FONT][/COLOR][COLOR=#000000][FONT=Arial], but there are far better spells to employ for combat or exploration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Archfey spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Calm Emotions[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Can be handy if you need to remove fear or charms on your companions. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Phantasmal Force[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A handy trickery spell, but again a niche situation, and isn’t better than just using invisibility and stealth. You don’t take it for the damage.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fiend spells: [/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#38761D][FONT=Arial][U]Blindness/Deafness[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Con save is a rather popular one with monsters, but if you can hit a wide group of creatures that don’t have a strong Con save, this is a very good way to shut down a battle.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Scorching Ray[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Ends up dealing as much damage as an equivalent level fireball on its own, and its spread around targets instead of equally. On the other hand, each ray stacks with Hex - a potential of 15d6 at level 9 is not too bad, making it strictly better than eldritch blast for a long time, which is all you can really ask for. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Great Old One spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Detect Thoughts[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Reading minds can be useful in some situations, but its highly story dependant. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Phantasmal Force[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A handy trickery spell, but again a niche situation. You don’t take it for the damage.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Third level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Counterspell[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Your limited spell slots make this more of a trap choice than a strong one. Where wizards or sorcerers can use low level slots to stop magic by making the check, you have more important things to cast with your limited slots.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Dispel Magic[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Always a good spell. And the spellcasting check means that you can bring down high level magic as well. Plus, since its an ability check, Guidance can add to the roll as well![/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Fear[/U][/FONT][/COLOR][COLOR=#38761D][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Alright control spell, most notable for being an AoE. Warlocks can always use more AoEs.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Fly[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - One of the greatest utility spells in the game, hands down.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Gaseous [/U][/FONT][/COLOR][COLOR=#FF0000][FONT=Arial][U]Form[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Traveling as a slow moving semi-solid misty cloud can have advantages, but considering that the cloud can still be hurt and may very well be obvious magical in most places, its use is very questionable. With a generous GM, its a niche effect. With a more devilish?[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Hunger of Hadar[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - If you use control effects, like Repelling Blast, to keep enemies in the area, it can be devastating. Devil’s Sight lets you see into the darkness to target enemies, while they have to suffer in darkness. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Hypnotic Pattern[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A curious variation on the Sleep spell, but using a Wisdom save.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Magic Circle[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - How often are you dealing with extraplanar creatures where you’d have the time and need to set up a magic circle? [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Major Image[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - One spell level shy of making persistent illusions. Its of questionable use, considering that one can often use at-will effects to do most everything, without Concentration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Remove Curse[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - How often do you need to remove curses? Modify Memory is the only curse that can’t just be Dispelled, and that is a very rare spell to encounter.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Tongues[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- The times you need to speak (instead of just comprehending a language) something other than Common is vanishingly small in many games, but it occasionally happens.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Vampiric Touch[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Drains someone’s life over time. Good especially for hexblades in need of a recharge.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Archfey spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][U] [/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Blink[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- 50% chance of being nigh untouchable in the Etherreal during your turns is a potent defense.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Plant Growth[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - You can create a doubly difficult terrain somewhere with plants to move through, or give a good harvest. If you’re not in the wild, pretty useless.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fiend spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Fireball [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- classic big blast of flame[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Stinking Cloud[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A nice AoE control spell. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Great Old One spells: [/B][/FONT][/COLOR][COLOR=#FF0000][FONT=Arial][U]Clairvoyance[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - There are better spying options than wasting one of your few spells known on this.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Sending[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Long range distant communication can be handy, but not all games would benefit from it.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fourth level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Banishment[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - All the fun of Hold Monster, but better! At level 9, you can affect two creatures at once, and its a Charisma save instead of Wisdom.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Blight[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Deals respectable damage to a single target, though [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial]Fiend warlocks likely have better fire-based AoEs at this point.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Dimension Door[/U][/FONT][/COLOR][COLOR=#38761D][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]-Teleport yourself and another past obstacles. Works well when combined with a familiar scouting for you.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Hallucinatory Terrain[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - How often are you going to need to make an area look like something else? Very specific plot point.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Archfey spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Dominate Beast[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Unless you plan on running into a T-Rex, Giant Ape, Giant Croc, or a Mammoth, not much point to this spell at this level.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Greater Invisibility[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Invisibility that doesn’t drop when attacking. What’s not to love?[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fiend spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#38761D][FONT=Arial] [/FONT][/COLOR][COLOR=#38761D][FONT=Arial][U]Fire Shield[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Fun little damage-if-you-hit-me bit that stacks with Armor of Agathys. Good if you’re a [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial]hexblade in melee all the time[/FONT][/COLOR][COLOR=#000000][FONT=Arial].[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Wall of Fire[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Battlefield control spell and minion killer. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Great Old One spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Dominate Beast[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Unless you plan on running into a T-Rex, a [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Giant Ape, a Giant Croc, or a Mammoth, not much point to this spell at this level[/FONT][/COLOR][COLOR=#000000][FONT=Arial].[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Evard’s Black Tentacles[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - If you can get a good spot, its deadly. If you can’t, creatures may just bypass it. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fifth level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Contact Other Plane[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Ritual spell; best used with the book or someone with the ritual feat. If you really want this kind of spell, take the feat or the Invocation and get all the related spells.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Dream [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- fun little spell, but limited use outside of specific situations[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][FONT=Arial]Hold Monster [/FONT][COLOR=#000000][FONT=Arial]- Hold-class spells are really good, allowing you to freeze critters, then have your teammates slaughter. Sadly, you won't be able to freeze multiple monsters at once by using a higher level, but its still a strong spell.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Scrying [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- A great utility spell. Good for lots of reasons, though not to every character’s tastes.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Archfey spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Dominate Person[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Dominates are always good spells[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Seeming[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Mass [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]disguise self[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] spell. Need to sneak in somewhere as a party? Got you covered. The problem being that anyone with a poor Deception check could be discovered, and out your entire party. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fiend spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]Flame Strike[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Fireball deals 2d6 more damage, has a longer range, and a wider radius. Unless you have specific reasons to deal radiant damage and avoid fire damage, its a worse spell.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Hallow [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Create your own (un)holy ground. Fun, and great for flavor, but limited use when you’re out adventuring.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Great Old One spells:[/B][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Dominate Person[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Dominates are always good spells[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Telekinesis[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Effectively replace virtually any strength check with your mind. So much potential both in and out of combat.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [HR][/HR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]From Warlock 11 on, you will get to pick a few more level 5- spells, as well as choosing Mystic Arcanum for your level 6-9. Unlike Pact Magic above, you cannot cast Mystic Arcanum at higher levels, or use it as a swapped spell slots, or the like. You can’t swap out the Mystic Arcanum for another spell as you level. The wording, however, does seem to imply you can pick a lower level spell and cast it always at that level. So, you could take Conjure Fey as your 8th level Mystic Arcanum and summon up to a CR 8 critter.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Sixth level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Arcane Gate[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Another limited range teleport spell, this time for groups. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Circle of Death[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A negative energy fireball. Deals less damage, but an insanely wide radius makes this worth considering for large battlefield.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Conjure Fey[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Right now, the strongest fey you can get is CR 3, the green hag. However, there are a number of Beasts that you can summon at CR 6. [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial]Handy if part of a chain-lock pet collection and you stay in Eldritch Blast sniper range so you don't lose Concentration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Create Undead[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Sadly, ghouls and ghasts on their own just aren't very powerful. [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial]Handy if part of a chain-lock pet collection. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Eyebite[/U][/FONT][/COLOR][COLOR=#38761D][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Multiple “Save or Suck” effects, one critter per turn.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Flesh to Stone[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Glorified Con-save based [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Hold Monster[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] spell. There are better options for controls that use non-Wisdom saves.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Mass Suggestion[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Multiple targets, all day duration, no Concentration. Simply awesome.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]True Seeing[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Gain truesight. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Seventh level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Etherealness[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Awesome exploration spell that lets you bypass pretty much any non-ghostly danger, and sneak into most anywhere. Not exactly good for being in combat or social stuff.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Finger of Death[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Strong damage and a chance to get a permanent zombie. What’s not to love?[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Forcecage[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Protect your party from all danger for an hour, or put a group of critters in time out for an hour. Even trying to teleport out has issues. Best part? No save, no concentration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Plane Shift[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Teleport to a different plane of existence. The power in this spell is actually the last paragraph: touch a creature, who must make a Charisma saving through. Save or be banished to a plane of your choice (ie Save or Die). The transportation aspect is just icing on the cake.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Eighth level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Demiplane[/U][/FONT][/COLOR][COLOR=#FF0000][FONT=Arial] -[/FONT][/COLOR][COLOR=#000000][FONT=Arial] A better[/FONT][/COLOR][COLOR=#000000][FONT=Arial][I] Rope Trick[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] mixed with [I]Secret Chest[/I]. You can do better for level 8 spell, since the logistics just make it not worthwhile. Even if you want to use it as a poor man's Imprisonment spell, you still need to effectively subdue your prisoner first, and plot has a way of making a different solution to the problem if you don't have the spell either.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Dominate Monster[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Its always good to have control.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Feeblemind[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Enemy spellcaster giving you problems? No more![/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Glibness[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Being very good at Charisma skill checks sounds good, but with the amount of ways to have advantage out there so you generally roll high, its questionable if a level 8 spell is worth it. Avoiding Detect Truth spells are also nice, but kind of a niche situation. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Power Word Stun[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Assuming you’ve a GM who’ll give you a good idea when the monster is within HP range, this spell is like a Save-free, Concentration-free [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Hold Monster[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]. [/FONT][/COLOR][COLOR=#FF0000][FONT=Arial]If the GM isn’t sharing, its good to avoid.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Ninth level spells: [/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Astral Projection[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - taking your entire party to the astral can have some uses, but it feels a waste to have what amounts to a plot hook as your magical capstone.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Foresight[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - day long advantage and defense? Yes, please. Works great for everyone, especially hexblades.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Imprisonment[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - the sheer amount of detail involved makes this spell more of a plot point that never needed to be a spell. Could just as easily been a ritual and been awesome. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Power Word Kill[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - With a GM who gives you a good idea when you can use this spell, its a 100 hp attack that can’t miss. [/FONT][/COLOR][COLOR=#FF0000][FONT=Arial]If the GM isn’t sharing, well...[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]True Polymorph[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Lots of potential uses and abuses. Can effectively kill off a monster, or buff up a character with its use. Or create a massive army of your own one day at a time. [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]5. Eldritch Invocations[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Invocations that modify Eldritch Blast[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Eldritch blast is, perhaps, the most iconic spell of the warlock. Virtually everyone learns it - even a good number of hexblades. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Agonizing Blast:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Add CHA to damage dealt for each hit. Everyone with [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Eldritch Blast [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]should take this asap.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Eldritch Spear:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]With this, you’ll be able to shoot as far as a longbow. With Spell Sniper, you can shoot double the range of anyone else. Sadly, this does not mean much - most combats include the threat of melee characters. So, if you can arrange for the range, its awesome. Otherwise, not so much.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Repelling Blast:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Knocks back target 10 feet. Can be great control effect at high levels for everyone. At low? It works awesome when combined the Great Old One difficult terrain spells like [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Hunger of Hadar[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] and [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Evard’s Black Tentacles[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]. Keep the monsters in the spell effect territory, being eaten alive. If you're playing a sniper, its good to keep enemies away so you can kite them.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Witch Invocations[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Book of Ancient Secrets [Req Pact of the Tome]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Adding rituals from every list is awesome. Current ritual spells include: Alarm, Animal Messenger, Augury, Beast Sense, Commune, Commune with Nature, Comprehend Languages, Contact other Plane, Detect Magic, Detect Poison and Disease, Divination, Drawmij’s Instant Summons, Feign Death, Find Familiar, Forbiddance, Gentle Repose, Identify, Illusory Script, Leomund’s Tiny Hut, Locate Plants or Animals, Magic Mouth, Meld into Stone, Phantom Steed, Purify Food and Drink, Rary’s Telepathic Bond, Silence, Speak With Animals, Tenser’s Floating Disk, Unseen Servant, and Water Walk.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Note that, among the rituals above, is Leomund's Tiny Hut, a perfect little hideaway for when you need safety for a short rest to replenish your spell slots. If your party has a battlemaster or monk, they'll love you too for it.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Silence is also notable, as it works well with the One With Shadows Invocation.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]A third popular ritual is Find Familiar - while you won't be as good as the Chain Warlock right off, having familiars is still very nice. Depending on the GM, you might even be able to get an imp, pseudodragon, sprite, or quasit, depending on how your GM reads the variant rules in the Monster Manual.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Binder Invocations[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Voice of the Chain Master [/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U][[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Pact of the Chain][/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial][U]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Seeing and speaking through your familiar isn’t a big deal, considering that you’ll probably be in telepathic communication anyways. The actual use for this, however, is able to remote control any summons or mind controlled peon from sniper distance. Simply have your familiar lead the charge, while you're out of the firing range. Truthfully, this remote control option over summons and thralls is the ONLY reason I've really found for focusing on Pact of the Chain in the first place.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Chains of Carceri [Req lvl15, Pact of the Chain]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]While highly restrictive, chances are that a warlock is going to be dealing with celestials, fiends, and elementals as a large part of their personal storyline, if not a major baddie, making at will[/FONT][/COLOR][COLOR=#000000][FONT=Arial][I] Hold Monster[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] very good in those cases. If you’ve taken lots of Conjure spells, its also very good if you lose control of your summons, making a high level Binder a good summoner. This is the warlock equivalent of the level 14 Conjurer Wizard and Land Druid abilities to mitigate being harmed by their own summons.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Hexblade Invocations[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Thirsting Blade [Req lvl5, Pact of the Blade]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Pretty much necessary for all hexblades.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Lifedrinker [Req lvl12, Pact of the Blade]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Same as above - pretty much necessary.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]At Will Spells[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Armor of Shadows:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Mage armor[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] that compares with light armor. Depending on which gets the better magic items, one or the other may end up better.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Beast Speech:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Speak with animals[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is a pretty niche effect. Especially when it also comes in ritual form.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Eldritch Sight:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]D[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]etect magic[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is important for most arcanists. You can get wands and rituals that will cast this at will, though, so chances are you’ll never need it as an Invocation.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Fiendish Vigor:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]An effective 8 thp every fight. Very good at low levels, a bit less useful at higher. Since its at will, you can really just keep casting it until you get that extra 8.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Mask of Many Faces:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Disguise self[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] can be used for infiltration, spying, exploring, and all around tricking enemies. Classic illusionist trick, especially useful for those races prejudiced against in goodly towns. Upgrade to Master of Myriad Forms at level 15.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Misty Visions:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Silent image[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is another classic illusionist trick to fool a large number of people at once. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Ascendant Step (Req lvl9):[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Levitate [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]can lift you out of melee threat range, or lift up a threat with a successful Con save. Control and dodging all in one spell. Classic ability for drow.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Otherworldly Leap [Req lvl9]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] Who needs to [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Jump [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]when, at the same level, you can use Ascendant Step instead? Sure, [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Jump [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]isn’t Concentration, but situations where you need it are also less common. That said, there is a neat little trick - you can cast it on your entire party, since its at-will and no Concentration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Whispers of the Grave [req lvl9]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Speak with dead[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] is an investigation / exploration tool. Kill a monster, interrogate it after the fact. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Master of Myriad Forms [Req lvl15]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Alter self[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] at will sounds good, but growing gills or claws isn’t that important for a level 15 warlock. The only real reason to take this is if you’ve been running Mask of Many Faces, and so you can swap that Invocation out for this one.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Vision of Distant Realms [req lvl15]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Arcane eye[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial], all the time? You will get to see the layout of any dungeon or place in a matter of moments. You can repeat as necessary without wasting slots. Its the ultimate in clairvoyance magic. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Daily spells[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Thief of Five Fates:[/U][/FONT][/COLOR][COLOR=#9900FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] Even at low levels, there are better uses for your spell slots and Concentration than [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Bane[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial], let alone one of your two Invocation slots. [/FONT][/COLOR][COLOR=#38761D][FONT=Arial] Its better if you have a set up with other party members.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Sign of Ill Omen [req lvl5]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I] [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Bestow curse[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] once a day is good against a major boss at low levels, but against an average battle? Not so much.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Mire the Mind [Req lvl5]:[/U][/FONT][/COLOR][COLOR=#38761D][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Slow [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]does lower defenses and abilities of up to six targets; the best of which involves restricting the creature to one attack. No multiattack, no Two Weapon Fighting, no using bonus actions for anything else.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Bewitching Whispers[Req lvl7]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Compulsion [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]is a fine movement control spell. Not as much fun when the enemies have ranged weapons. Which, given Fly, most enemies should have at this point.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Dreadful Word [Req lvl7]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Confusion [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]is a random spell. Chances are, you can get any affected critter to waste its turn. On the down side, they could get a regular action to break your Concentration.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Sculptor of Flesh[Req lvl7]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Polymorph [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]is a tricky spell, but one that has traditionally had good results.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Minions of Chaos [Req lvl9]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Conjure Elemental[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] can get you a Xorn. Lots of attacks, resistance to non-magical weapons, AC 19, lots of HP. If you know Terran or have GOO telepathy, the Xorn makes an excellent scout. [URL="http://community.wizards.com/forum/player-help/threads/4148541"]See the Conjurer Guide for more details.[/URL] [/FONT][/COLOR][COLOR=#0000FF][FONT=Arial][U]Better if part of a Chainlock pet group.[/U][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Misc. abilities[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Beguiling Influence:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Proficiency in Deception and Persuasion. Great for those who like more skills.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Devil’s Sight:[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]See in normal/magical darkness out to 120 feet. Considered to be awesome combination with the [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Darkness [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]spell. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Eyes of the Rune Keeper:[/U][/FONT][/COLOR][COLOR=#FF0000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]The ability to read all writing isn’t a big deal when there are rituals that do the same. There may be some times that you need to read a rare script without the time to cast Comprehend Language, [/FONT][/COLOR][COLOR=#000000][FONT=Arial]but not in any game that I've seen or heard of. Especially not when writing tends to be Plot, which usually means there's a different solution than taking this invocation.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Gaze of Two Minds:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] Following inside the mind of a willing creature, even if you Charmed them, is good for scouting[/FONT][/COLOR][COLOR=#000000][FONT=Arial]. However, restrictions mean its a poor man’s [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Scry[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial] spell that needs a lot of set up.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]One with Shadows [Req lvl5]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] Surprisingly better than you’d think. Mostly because this is the only Invisibility spell available that’s not Concentration based. When combined with [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Silence [/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial]and [/FONT][/COLOR][COLOR=#000000][FONT=Arial][I]Disguise Self[/I][/FONT][/COLOR][COLOR=#000000][FONT=Arial], warlocks can make a surprisingly good sneaks without ever needing the skills. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Witch Sight [req lvl15]:[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial] Not quite true sight, but close enough to make it worthwhile. [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]6. Feats[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]There are any number of feats available for taking. That said, not every feat is for every class. Here, we’re hoping to go over every one that would be attractive to the class, or any traps one may fall into. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]General Feats for any warlock[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Alert[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - A generally useful feat that pretty much anyone wouldn’t mind. No surprises and an initiative boost.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Actor[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - The only +1 Charisma feat, its not a bad option if you start off with an odd number in your Charisma score. Warlocks can get a lot of milage out of Deception mixed with disguises, and this makes you better.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Defensive Duelist[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - All warlocks can hold a knife and use it for a bit of AC once a turn.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Inspiring Leader[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - THP is always handy to have; that said, you have Armor of Agaryths for extra health, so this would be more for everyone else.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Lucky[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Happily taken by anyone anywhere.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Moderately Armored[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - If you're starting off as human, getting medium armor and shield proficencies can really boost up your AC for early game survivability with your free feat; still arguable use for other races. Though, as the game goes on, AC matters less, and more magic defenses show up. Just watch out if you use a shield - spells that require somantic and material components need a hand for both your focus and a hand for your gestures.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Resilient[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Getting Con affinity saves is always a good thing, especially for maintaining Concentration on your spells. Boosting Concentration is key concern with casters.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Skulker [/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial]- While the warlock does have a strong sneaking streak, they are better off with their spells, as they don’t use ranged weapon attacks, and Devil’s Sight can see in pitch darkness.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]War Caster[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - This is probably your number one priority for hexblades, even before raising attributes, and a strong suggestion for everyone else. Eldritch Blast on opportunity attacks, advantage on Concentration checks. For hexblades, it means being able using a shield, a two handed weapon, or two weapons at once and still casting spells.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Feats for the weapon-using Blades[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Dual Wielder[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Warlocks don’t naturally lend themselves to two weapon fighting, but if you already are, then feel free to give yourself a small boost with this.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#38761D][FONT=Arial][U]Great Weapon Mastery[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - If you’re running a Fiend Polearm, chances are you want to kill off the enemy yourself for the THP. This gives you a bit more power to do just that.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Polearm Mastery[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - When mixed with War Caster, there’s a lot of power there.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Martial Adapt[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - One die isn’t enough to do much.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Savage Attacker[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Good if you have a strong single attack like rogues or paladins. You don’t.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Sentinel[/U][/FONT][/COLOR][COLOR=#0000FF][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]- Sometimes, like when an Hunger of Hadar is up, you want to be really sticky and not let anyone past you.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Feats for the spell focused Chains and Books[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#0000FF][FONT=Arial][U]Spell Sniper[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Like War Caster, most casters will need it sooner or later to avoid that +2 AC for firing into melee. Eldritch Blast is your bread and butter, and you can’t afford to be taking penalties because your targets are in melee. Either pick up [I]Shocking Grasp[/I] for a close range attack, or, if you don't want another attack cantrip, you can ask your GM if you can switch Eldritch Blast for a different cantrip like [I]Blade Ward[/I], then relearn[I] E.B.[/I] with the Feat.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#FF0000][FONT=Arial][U]Elemental Adapt[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - Even for the fire-happy Fiend, you are better off just relying on Eldritch Blast or another spell[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#9900FF][FONT=Arial][U]Magic Initiate[/U][/FONT][/COLOR][COLOR=#000000][FONT=Arial] - If you really want more cantrips or extra level 1 spells like healing abilities. [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]7. Equipment[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]In terms of mundane equipment, there's not a lot going on. Just as paladins can be compared to Fighters with divine powers, so are warlocks compared to rogues with unholy powers. A pure warlock, without dipping into another class for armor or weapon proficencies, is going to be looking at all the same equipment as the rogue, with a bit of wizard on the side.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Dagger[/B] - Unless you get a magical one, there's no reason to use this.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Rapier -[/B] This is, perhaps, the best weapon to use with a standard hexblade[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Light Armor[/B] - Its always going to be a toss up if light armor or Armor of Shadows is going to be better off. Early game, AoS gives higher AC. Late game, once magic items come into play, they're the same. AoS also allows you to wear magic robes. But light armor frees up an invocation slot and is less magic-item dependant.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Arcane Focus - [/B]The stereotypical warlock focus is a rod. That said, its important to note that for a good number of warlock spells, you actually don't [I]need[/I] one. Hellish Rebuke, Misty Step, Eldritch Blast to name some spells that are only running Vocal and Somantic components. And there's a lot of buffing spells where you can cast long before combat, such as Fireshield. So, its possible to run without one, if you don't mind restricting your spells to a handful, and missing out on a Rod of the Pact Keeper.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Whip[/B] - Reach is a very nice thing. And, given Hex and Lifedrinker, you're not too maried to your weapon for damage dealt.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Now, with multiclassing and human variant, you can end up with more armors to play with. Also enables you to play with the heavy weapons - your AC is just too low without Dex or bigger armor.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Glaive - [/B]For a hexblade, you want multipe hits, and Polearm mastery gives you that. However, nine times out of ten, your bonus action is going to be taken up by Hex - you do more damage with that up and a greatsword than the polearm. Add to the fact you need two feats to really make this work, its pretty much better to go with a greatsword (or axe).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Greatsword[/B] [B](or -axe)[/B]- Does lots of damage, even before (or if) you get Great Weapon Mastery. Given that you're feat starved already with War Caster, still able to use Hex with your bonus action, things are pretty good this way. You still run into the issue of no rod for a lot of spells, which can be an issue. Playable and strong, but it impedes your overall effectiveness.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Medium / Heavy Armor - [/B]Compared to light armor or AoS + Bracers, its better, simply because you need less Dex to stay competative. The downside? Less stealth and agility, which many warlocks favor.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Shield - [/B]See above discussion on Arcane Focus. You need both material components or somatic components for a lot of spells, and it takes actions to draw or stow your focus. So, you can pull using this off once you get War Caster. Its a good early game AC booster, where you also have few spell slots to use in combat. Later on, you can hang on to it if you pick up War Caster as well. Ironically enough, its not be the best option for hexblades, however - weapon plus shield equals no free hands for a rod to cast spells with.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Yes, magic items are the dominion of the DM. However, not all magic items are made equally for the warlock. Actually there's the Rod of the Pact Keeper, which is very literally made for warlocks- not picking one up is like having a paladin not uncover a holy sword. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Bracers of Defense[/B] (Rare)- if you've got the mage armor going on, this is the natural upgrade. And it comes out about the time light armor gets their first +1, so you have +2 AC bonus over wearing light armor at this point! And it lets you wear robes! Ironically in the late game, if there are no robes desired / available and you find some +3 light armor? Or your warlock is using Medium Armor and Shield? You're better off switching to the armor, and freeing up your mage-armor Invocation for something else. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Ring of Spell Storing[/B] (Rare)- At least one free spell a day. If you can convince your party to take two hour rests instead of just one, then we're talking about a free extra spell slot every rest![/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Rod of the Pact Keeper[/B] (Uncommon to Very Rare)- +X to your eldrtich blast accuracy, +X to your Save DC checks (considering many warlock spells are Save or Die, a huge boon), and a free recharge of a spell slot, once a day. Very nice. Even if you're a Heavy Weapon blade, there's very little reason to not be excited to find one; you can always use an extra spell slot a day, then put the rod down.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Wand of Magic Detection[/B] (Uncommon)- Its nice to have Detect Magic for free. No wasted spells known, no wasted invocations. Just... Detect Magic, at will. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Wand of the War Mage[/B] (Uncommon to Very Rare)- A sister wand to the Rod of the Pact Keeper, this particular item grants +X accuracy with magic attacks, and ignores half cover, making it much more suitable than the Rod to fire into melee, and bypasses the entire reason to pick up Spell Sniper. That said, unlike the Rod, it doesn't increase spell save DC, nor give you a spell slot. If you're using your spell slots purely out of combat, and relying solely on Eldritch Blast, this is probably better than the Rod. However, given that you'd be passing up on some potent spells to do just that, its actually a loss for your character - not all fights can be solved with Eldritch Blasts [/FONT][/COLOR] [HR][/HR] [h=2][COLOR=#000000][FONT=Trebuchet MS]8. FAQ[/FONT][/COLOR][/h][COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B][U]When I Multiclassing with the Warlock, can I take Invocations based on my character level or my class level?[/U][/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="https://twitter.com/JeremyECrawford/status/524721825108865025"]Acording to Jeremy Crawford, developer, Invocations are meant to be based on Warlock level, not your total character level. See link for twitter responce.[/URL] So, that means that you can't take 3 levels of warlock to get access to Thirsting Blade, for instance.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B][U]What about Eldritch Blast? Doesn't that scale with your character level? Doesn't it still work if I multiclass?[/U][/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Yes, all cantrips, including Eldritch Blast, grow with your character level. So, yes, this means you can dip 2 levels into Warlock, get Eldritch Blast, Hex, Agonizing Blast, and Repelling Blast, then go on to level up as a sorcerer or bard and use the most powerful class feature of the warlock class. This also lets you use the Pact Rod for those classes, giving you +X bonus to your spell DCs. Really, the warlock has some of the best stuff in the game.[/FONT][/COLOR] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#000000][FONT=Arial]Can I use Metamagics with Eldritch Blast? Can I convert warlock spell slots into Sorcery Points?[/FONT][/COLOR][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Yes, you can use Metamagic with warlock spells, including Hex and Eldrtich Blast. Note that Eldritch Blast, past level 4, has two targets, and thus is not a valid target for the Twin Spell metamagic option. As for[/FONT][/COLOR][COLOR=#000000][FONT=Arial] turning Pact Magic spell slots into Sorcery Points? The debate comes down to the question "is Pact Magic different enough from Spellcasting that their spell slots are incompatable?" At the moment, there’s no official answers. So each Game Master is going to need to come up with the answer for themselves.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B][U]Why does the Warlock spell list go up to 9, but the spell slots go up to 5?[/U][/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]After level 10, warlocks learn what’s known as Mystic Arcanum. Every other level, you learn one level 6 spell, one level 7 spell, etc that you can cast once a day.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B][U]Does Agonizing Blast work on only the first hit, or every hit of Eldritch Blast? What about Repelling Blast?[/U][/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Both Invocations work with every separate beam of Eldritch Blast. So, if you hit a single creature with three beams, then he takes 3d10 + 3*Charisma Mod damage, and gets pushed 30 feet. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B][U]Can I use a greatsword or glaive with two hands, then just hold it in one hand when casting a warlock spell with somatic or material components?[/U][/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Maybe. It all comes down to how your DM interprets the rules. Mike, developer, has gone on record saying that the reasons the quarterstaff has the versatile property is specifically because its meant to be a two handed weapon, but can be held in one hand for when a caster wants to cast a spell with somatic components. This implies that you can't just hold a two-handed weapon in one hand to cast a spell. Getting Warcaster can alieviate some of those issues when it comes to somatic spells, but not material.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]With material component spells (like Hex, Darkness, and several others), there's the whole "only one interaction with objects per turn" rule. So, letting go of the weapon, grabbing a material component, storing the component, then grabbing the weapon again is probably a few too many object interactions by the rules. It does seems to be the intent of the game that you shouldn't be able to pull off manipulating material components or arcane foci while trying to use a two-handed weapon. [COLOR=#000000][FONT=Arial]Its more than possible to work with just vocal and somatic spells, though. [/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][/FONT][/COLOR] [HR][/HR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Trebuchet MS][B]9. Builds and Combos[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Darkness and Devil’s Sight[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Darkness lets you cover yourself in darkness. Now, every creature is at disadvantage to hit you, and you have advantage to hit them. This is especially nice tactic for the drow, who would no longer suffer from their sunlight allergy.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Awakened Mind + Suggestion[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Normally, suggestion is a difficult spell to pull off in the middle of combat. Do you speak the creature's language? Not everyone speaks Common. Can the target hear you over the din of battle? Its hard to get a creature to understand you when its screaming while in the middle of a charge. The telepathy from the first level of the Great Old One Patron neatly side steps the issue. [/FONT][/COLOR][COLOR=#000000][FONT=Arial]With a simple command such as, "Protect me and my allies, follow my orders, and I will reward you," you can effectively gain a poor man's version of Dominate Person in the middle of combat. The telepathy prevents common practices of avoiding Suggestion, such as blocking ears, from working.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Defunct - Eldritch Blast, Repelling Blast, Polearm Mastery, War Caster[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]This four part build had a rather interesting make up. How it used to work: when the creature approaches you, Polearm Mastery let you get an opportunity attack. War Caster would have kicked in, letting you hit them with eldritch blast. [/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Polearm Mastery has been errata'd - you can only make a polearm attack with the reaction you get from the Polearm Mastery feat. [URL="http://www.sageadvice.eu/2014/09/16/polearm-caster/"]Click here for tweet.[/URL][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fighter 1 / Warlock 19[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]This is a pretty simple build, since it does something very simple. Starting off with Fighter gives you Constitution save proficiency for better Concentration checks. You get heavy armor and shields to help you with making a strength based hexblade. You get the Great Weapon Fighting Style to help deal more damage.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][URL="http://rpg.stackexchange.com/questions/49851/optimal-dragonborn-warlock-for-dpr-ac-with-blade-pact-and-fiend-patron/50327#50327"]Here's a discussion on the subject using a Dragonborn.[/URL][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial][B]Fighter (Battlemaster) 7 / Warlock (Fiend Blade) 13[/B][/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]One thing with the Pact of the Blade path is that, for the most part, it peaks in terms of power at level 12 with Lifedrinker. After that, the warlock path basically devotes itself to daily spells for a nova option. However, the majority of power still comes from short rest spell slots, and things like Hex, Fire Shield, Hellish Rebuke, and Armor of Agathys. On the other end, the Battlemaster is a fighter with short-rest-manuevers that ends up with the same issue - the majority of its class' power peaks at level 11 with Extra Attack (2). However, several of the manuevers not only increase the damage you personally deal by d8 damage, but do things like perform a Goading Attack - make the creature target you. Which, if you recall, is something the Fiend warlock wants - the more you are hit, the more damage that is returned to the opponent via warlock spells. Buffer with THP from Second Wind and Dark One's Blessing. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Your bonus action is likely going to be taken up by swapping Hex between targets, and using Second Wind. Use Hellish Rebuke and Riposte for your reactions. Because your bonus actions and reactions are pretty much already spoken for, the recommended weapon is the Great Sword. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Feats that you will want include Great Weapon Mastery, Warcaster, and potentially Martial Adapt for another superiority die, leaving two of the five attribute bumps for actual attribute bumps. Manuevers that you want are Goading Attack, Lunging Attack, and Riposte. Of the six Invocations your character will have, Lifedrinker is the only absolute. Devil's Sight for the Darkness combo, improving your chance to hit with Great Weapon Mastery, works well, but also leaves you without being hit yourself, given that's a large part of the tactics, it may not be desirable. Key spells include Hex, Fire Shield, Hellish Rebuke, and Armor of Agathys. Naturally, the fighting style you want to go with this is Great Weapon Fighting.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]A level 7 Battlemaster and 13 Warlock can also use the Battlemaster's judgement of HP from level 7 to tell when to launch a Finger of Death spell to automatically kill someone, and gain a zombie pet! [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]There's some variation at the end of this - some may opt for Fighter 8/Warlock 12 and get another attribute bump / feat, or only getting 6 levels of fighter and access to Hurl Through Hell for a powerful daily nova option at the cost of a superiority die.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#000000][FONT=Arial]Cleric (war) 1 / Warlock 19[/FONT][/COLOR][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]Same "get heavy armor" rational as the fighter build, but getting a few extra cantrips and spells to cast, but without the Constitution save or the Fighting Style. Difficult, however, because the cleric spells will always be competing for your Concentration spot and your good spell slots, causing a bit of friction.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#000000][FONT=Arial]Paladin 6 / Warlock 14 or Paladin 11 / Warlock 9[/FONT][/COLOR][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]This particular combination is designed to be a variant paladin style character, despite the overwhelming number of warlock levels. Why? Because warlock spell slots are renewable, and thus make extra room for the paladin to smite even more. The downside to this, however, is that you are pretty much just poaching Hex and renewable spell slots with little interest in the warlock itself. The idea is to get the best options from the Paladin class (the Aura, Improved Smite), then fill the rest in with renewable spell slots for smiting. There's currently a lot of argument that, after Improved Smite, there's not a lot of benefit for staying a pure paladin, as the higher level spells and abilities are seen as somewhat lackluster in a lot of cases.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#000000][FONT=Arial]Sorcerer (red dragon) 3+ / Warlock (any) 2[/FONT][/COLOR][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][FONT=Arial]The basis of this build is to bring a synergy between renewable spell slots being converted into sorcery points, then using metamagic on either Sorcerer or Warlock spells to make them more. [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Really, however, this is actually a Sorcerer build, and dipping into warlock to poach Hex, Eldritch Blast, and Agonizing Blast.[/FONT][/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Warlock 1+/Monk 1+[/B][COLOR=#000000] [/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000]The mixture can be fluid but basically builds on hex with monk's many attacks. Can work with a martial arts Pact weapon. Watch out for the MAD, you need WIS, DEX, CHA all at 13 to even multiclass, and you can't dump CON of course. Charisma doesn't have to be any higher than that if you're going mostly Monk however. A sub-build uses Way of Shadows Monk and Darkness/Devil's Sight to be the ultimate Occult Ninja.[/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][COLOR=#000000]Halflings on Flying Imps:[/COLOR][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000]Here's the basic idea: B[/COLOR][COLOR=#000000]e a Halfling Warlock 3 with Pact of the Chain. [/COLOR][COLOR=#000000]Summon up an Imp(6 Str). [/COLOR][COLOR=#000000]An Imp can turn Invisible at-will and carrying something weighing 45 lbs without penalty. That thing being carried is invisible. Such as a Halfling Warlock. The imp can fly 40'. [/COLOR][COLOR=#000000]Now if the Imp attacks or loses concentration, the invisibility is broken. But that doesn't apply to things being carried. If the Halfling Warlock does, the invisibility is not broken. So each round, you attack, then have the Imp move to a new location. So free Advantage on all attacks, you can fly to 300' to be out of the range of most spells with Eldritch Spear, and you force Disadvantage onto anyone trying to attack you.[/COLOR][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000]Needless to say, this little trick has issues. Does the Imp count as a mount? Should the attack break the invisibility? Most GMs will say something along the lines of "Yes!" to that. So, not something to expect to see in game. [/COLOR][URL="http://community.wizards.com/forum/player-help/threads/4136941"][COLOR=#000000]Link to thread where this came up. [/COLOR][/URL][/FONT][/COLOR] [/QUOTE]
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