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[GUIDE] Pacts, Patrons, and Power, a Warlock guide
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<blockquote data-quote="mellored" data-source="post: 6914179" data-attributes="member: 6801209"><p><span style="font-size: 18px">Invocations</span>.</p><p>The pact specific ones are rated abve, with their pact.</p><p></p><p>© = concentration</p><p></p><p>[sblock]</p><p>Eldritch Blast.</p><p><span style="color: goldenrod">Agonizing Blast</span>: This is what makes eldritch blast the most powerful cantrip in the game and your default action in combat, though you could <span style="color: #ee82ee">wait until level 5</span> to get it. <span style="color: #0000cd">Melee Blade</span> can still make good use of this as a back up option.</p><p></p><p><span style="color: blue">Repelling Blast</span>: This is somewhat party dependant. If you have a <span style="color: #ee82ee">melee allies</span>, they might not appreciate you pushing the enemies away. <span style="color: deepskyblue">Ranged or caster allies</span> would appreciate some extra distance, and clumping up enemies for fireballs or shoving them into a zone. It's generally good for you since warlocks are ranged casters. The push scales with multi-beams and has no size limit, meaning you can push a Tarasque 40' away (if they all hit). Also not that it's "can push up to", so <u>you don't need to shove</u> if you don't want to.</p><p></p><p>Grasp of Hadar: Pulling is not as useful as pushing. But controlling where the enemy has it's uses. Can be combined with <span style="color: #00ffff">repelling blast</span> to push and pull someone out and back into <span style="color: #00ffff">a zone</span> (cloud of daggers, firewall), immediately dealing damage a second time.</p><p>Lance of Lethargy: Reducing speed is similar to pushing away in most cases, but only 1/turn.</p><p></p><p><span style="color: #ee82ee">Eldritch Spear</span> (Eldritch Blast): Most battles take place at too short of a range to make use of this, though it's great to have when needed.</p><p></p><p></p><p>Hex:</p><p><span style="color: #ee82ee">Maddening Hex </span>(level 5) You need your bonus action to cast hex, meaning this is a second turn thing, and the damage is pretty low. Could be fun with MC sorcerer and subtle.</p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000">Relentless Hex</span> (level 7): More bad action economy prevents this from being too useful. Particularly since you have a good ranged attack, and bladelocks are strapped for invocations anyways.</p><p></p><p>Passive:</p><p><span style="color: deepskyblue">Devil's Sight</span>: Not only do you get superior 120' darkvision, but you can use this in combination with Darkness to stay out of sight from your enemies and get advantage on attacks.</p><p></p><p><span style="color: blue">Witch Sight</span> (level 15): Not quite true sight but still good to have. The Invisibility spells is an illusion, but most monster abilities are not.</p><p><span style="color: #0000ff">Cloak of Flies</span>: <span style="color: #0000ff">For melee types</span>. Given there is no duration (except being knocked out), this is effectively a passive. And while the damage is low, it's automatic, so you just need to walk up to the enemy (and away from allies). Still ok for <strong>ranged types</strong>, if just for the skill advantage.</p><p></p><p>Beguiling Influence: Skills you are likely to use.</p><p>Eyes of the Rune Keeper: An alternative to comprehend languages.</p><p></p><p><span style="color: #ee82ee">Gift of the Depths</span> (level 5) Useful in the right campaign, a waste in others.</p><p></p><p></p><p>Short-Rest:</p><p><span style="color: #0000ff">Ghostly Gaze </span>(level 7) A great scouting tool, though you probably want to switch to Vision of a Distant Realm later.</p><p><span style="color: #0000ff">Tomb of Levistus</span> (level 5) Losing a turn is much better than losing your life.</p><p></p><p></p><p>At-Will:</p><p><span style="color: #00ffff">Mask of Many Faces</span> (disguise self): A great way to confuse enemies. Combos with friend cantrip.</p><p>©<span style="color: #00ffff">Shoud of Shadows</span> (invisibility): Unless you're trying to <span style="color: #ee82ee">keep </span><span style="color: #ee82ee">hex</span><span style="color: #ee82ee"> running</span>, this will give you advantage on the first round of every battle, or let you scout so you know when to cast darkness. Not to mention out of combat utility.</p><p><span style="color: #00ffff">Visions of Distant Realms</span> (arcane eye, level 15): A great way to scout.</p><p></p><p>©<span style="color: blue">Ascendant Step</span> (levitate, level 9): Good for both exploration, and for avoiding melee.</p><p><span style="color: blue">Fiendish Vigor</span> (False life): This is a huge amount of THP at level 2, but doesn't scale. Though even at high levels it can help take the sting out of a fireball. If you have time, keep casting it until you roll an 8. Can be combined with vampiric touch to heal yourself for real HP if your desperate.</p><p>©<span style="color: blue">Master of Myriad Forms</span> (alter self, level 15): An alternative to mask of many faces but takes concentration and needs clothes. As a bonus, it also comes with water breathing. Which you can keep recasting indefinitely.</p><p>©<span style="color: blue">Misty Visions</span>: Creating fake walls for you and your allies to hide behind and other tricks. Combo's with minor illusion to add sounds.</p><p></p><p>One with Shadows: Reminder that invisibility does not mean hidden. So you need to take the hide action first, and then turn invisible. That makes this good for ambushes or just being safe while you rest. Better if your DM's definition of 'move' does not include mounts or allies moving you, <span style="color: blue">allowing you to be <em>moved</em> while invisible</span>. Combo's with minor illusion or just a blanket to get some darkness. Upgrade to <span style="color: #00ffff">Shroud of Shadows at 15</span>.</p><p>Beast Speech (speak with animals): Not a bad way to get some intel.</p><p>©Eldritch Sight (detect magic): Now you don't have to worry about bypassing a magic item.</p><p>Gaze of Two Minds: Hard to use well without cooperation, though a well-placed suggestion can give you some good idea of what's inside a place. Consider upgrading to visions of a distant realm at 15.</p><p></p><p><span style="color: deepviolet">Armor of Shadows (mage armor)</span>: +1 AC over light armor isn't much.</p><p><span style="color: deepviolet">Otherworldly Leap</span> (jump, level 9): Jump distanes are pretty small, so even 3x isn't going to get you very far. </p><p><span style="color: deepviolet">Whispers of the Grave</span> (speak with the dead, level 9): Can really short cut some campaigns, less useful in others.</p><p></p><p>1/day: Most of these are just a waste of an invocation slot since you have equivalent or better spells ((hypnotic pattern) on your list already. I houserule the red ones onto the warlock list, and the other's don't expend a slot.</p><p></p><p>Trickster's Escape (7th, freedom of movement): This one officially doesn't take a spell slot. Seems WoTC agrees.</p><p>Sculptor of Flesh (7th, polymorph): Turn an ally into a mammoth for a big boost to THP. Also some good utility like turning into a bird.</p><p>Minions of Chaos (9th, conjure elemental): A strong ally to send in front. Careful not to lose concentration.</p><p><span style="color: red"></span></p><p><span style="color: red">Bewitching Whispers (7th compulsion)</span></p><p><span style="color: red">Dreadful Word (7th confusion)</span></p><p><span style="color: red">Mire the Mind (5th slow)</span></p><p><span style="color: red">Sign of Ill Omen (5th bestow curse)</span></p><p><span style="color: red">Thief of Five Fates (bane)</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6914179, member: 6801209"] [SIZE=5]Invocations[/SIZE]. The pact specific ones are rated abve, with their pact. © = concentration [sblock] Eldritch Blast. [COLOR=goldenrod]Agonizing Blast[/COLOR]: This is what makes eldritch blast the most powerful cantrip in the game and your default action in combat, though you could [COLOR=#ee82ee]wait until level 5[/COLOR] to get it. [COLOR=#0000cd]Melee Blade[/COLOR] can still make good use of this as a back up option. [COLOR=blue]Repelling Blast[/COLOR]: This is somewhat party dependant. If you have a [COLOR=#ee82ee]melee allies[/COLOR], they might not appreciate you pushing the enemies away. [COLOR=deepskyblue]Ranged or caster allies[/COLOR] would appreciate some extra distance, and clumping up enemies for fireballs or shoving them into a zone. It's generally good for you since warlocks are ranged casters. The push scales with multi-beams and has no size limit, meaning you can push a Tarasque 40' away (if they all hit). Also not that it's "can push up to", so [U]you don't need to shove[/U] if you don't want to. Grasp of Hadar: Pulling is not as useful as pushing. But controlling where the enemy has it's uses. Can be combined with [COLOR=#00ffff]repelling blast[/COLOR] to push and pull someone out and back into [COLOR=#00ffff]a zone[/COLOR] (cloud of daggers, firewall), immediately dealing damage a second time. Lance of Lethargy: Reducing speed is similar to pushing away in most cases, but only 1/turn. [COLOR=#ee82ee]Eldritch Spear[/COLOR] (Eldritch Blast): Most battles take place at too short of a range to make use of this, though it's great to have when needed. Hex: [COLOR=#ee82ee]Maddening Hex [/COLOR](level 5) You need your bonus action to cast hex, meaning this is a second turn thing, and the damage is pretty low. Could be fun with MC sorcerer and subtle. [COLOR=#ff0000] Relentless Hex[/COLOR] (level 7): More bad action economy prevents this from being too useful. Particularly since you have a good ranged attack, and bladelocks are strapped for invocations anyways. Passive: [COLOR=deepskyblue]Devil's Sight[/COLOR]: Not only do you get superior 120' darkvision, but you can use this in combination with Darkness to stay out of sight from your enemies and get advantage on attacks. [COLOR=blue]Witch Sight[/COLOR] (level 15): Not quite true sight but still good to have. The Invisibility spells is an illusion, but most monster abilities are not. [COLOR=#0000ff]Cloak of Flies[/COLOR]: [COLOR=#0000ff]For melee types[/COLOR]. Given there is no duration (except being knocked out), this is effectively a passive. And while the damage is low, it's automatic, so you just need to walk up to the enemy (and away from allies). Still ok for [B]ranged types[/B], if just for the skill advantage. Beguiling Influence: Skills you are likely to use. Eyes of the Rune Keeper: An alternative to comprehend languages. [COLOR=#ee82ee]Gift of the Depths[/COLOR] (level 5) Useful in the right campaign, a waste in others. Short-Rest: [COLOR=#0000ff]Ghostly Gaze [/COLOR](level 7) A great scouting tool, though you probably want to switch to Vision of a Distant Realm later. [COLOR=#0000ff]Tomb of Levistus[/COLOR] (level 5) Losing a turn is much better than losing your life. At-Will: [COLOR=#00ffff]Mask of Many Faces[/COLOR] (disguise self): A great way to confuse enemies. Combos with friend cantrip. ©[COLOR=#00ffff]Shoud of Shadows[/COLOR] (invisibility): Unless you're trying to [COLOR=#ee82ee]keep [/COLOR][COLOR=#ee82ee]hex[/COLOR][COLOR=#ee82ee] running[/COLOR], this will give you advantage on the first round of every battle, or let you scout so you know when to cast darkness. Not to mention out of combat utility. [COLOR=#00ffff]Visions of Distant Realms[/COLOR] (arcane eye, level 15): A great way to scout. ©[COLOR=blue]Ascendant Step[/COLOR] (levitate, level 9): Good for both exploration, and for avoiding melee. [COLOR=blue]Fiendish Vigor[/COLOR] (False life): This is a huge amount of THP at level 2, but doesn't scale. Though even at high levels it can help take the sting out of a fireball. If you have time, keep casting it until you roll an 8. Can be combined with vampiric touch to heal yourself for real HP if your desperate. ©[COLOR=blue]Master of Myriad Forms[/COLOR] (alter self, level 15): An alternative to mask of many faces but takes concentration and needs clothes. As a bonus, it also comes with water breathing. Which you can keep recasting indefinitely. ©[COLOR=blue]Misty Visions[/COLOR]: Creating fake walls for you and your allies to hide behind and other tricks. Combo's with minor illusion to add sounds. One with Shadows: Reminder that invisibility does not mean hidden. So you need to take the hide action first, and then turn invisible. That makes this good for ambushes or just being safe while you rest. Better if your DM's definition of 'move' does not include mounts or allies moving you, [COLOR=blue]allowing you to be [I]moved[/I] while invisible[/COLOR]. Combo's with minor illusion or just a blanket to get some darkness. Upgrade to [COLOR=#00ffff]Shroud of Shadows at 15[/COLOR]. Beast Speech (speak with animals): Not a bad way to get some intel. ©Eldritch Sight (detect magic): Now you don't have to worry about bypassing a magic item. Gaze of Two Minds: Hard to use well without cooperation, though a well-placed suggestion can give you some good idea of what's inside a place. Consider upgrading to visions of a distant realm at 15. [COLOR=deepviolet]Armor of Shadows (mage armor)[/COLOR]: +1 AC over light armor isn't much. [COLOR=deepviolet]Otherworldly Leap[/COLOR] (jump, level 9): Jump distanes are pretty small, so even 3x isn't going to get you very far. [COLOR=deepviolet]Whispers of the Grave[/COLOR] (speak with the dead, level 9): Can really short cut some campaigns, less useful in others. 1/day: Most of these are just a waste of an invocation slot since you have equivalent or better spells ((hypnotic pattern) on your list already. I houserule the red ones onto the warlock list, and the other's don't expend a slot. Trickster's Escape (7th, freedom of movement): This one officially doesn't take a spell slot. Seems WoTC agrees. Sculptor of Flesh (7th, polymorph): Turn an ally into a mammoth for a big boost to THP. Also some good utility like turning into a bird. Minions of Chaos (9th, conjure elemental): A strong ally to send in front. Careful not to lose concentration. [COLOR=red] Bewitching Whispers (7th compulsion) Dreadful Word (7th confusion) Mire the Mind (5th slow) Sign of Ill Omen (5th bestow curse) Thief of Five Fates (bane)[/COLOR] [/sblock] [/QUOTE]
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