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[GUIDE] Pacts, Patrons, and Power, a Warlock guide
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<blockquote data-quote="mellored" data-source="post: 6914181" data-attributes="member: 6801209"><p><span style="color: #daa520">Elven Accuracy</span> (half-elf): With an <span style="color: #daa520">odd Cha score</span> (example: 9 str, 13+1 Con, 13+1 Dex, 8 Int, 14 Wis, 15+2 Cha). Warlocks have good ways to get advantage (darkness + devils sight / shadows of moil / foresight). On top of advantage, this will add about +2.5 (including the Cha boost ) to-hit with eldritch blast, and +3.5 with great weapon master/sharpshooter. <span style="color: #ee82ee">This doesn't mean all warlocks should be half-</span><span style="color: #ee82ee">elfs</span>, but if you are one then take this feat. If you have <span style="color: #0000ff">even Cha</span>, it's still a pretty good feat and you should try to work it in (example: elven accuracy, +1Cha/+1Con, resilient Con). Also, take <span style="color: #00ffff">scouting spells/invocations</span>, so you don't waste your first turn casting darkness.<span style="color: deepskyblue"></span></p><p><span style="color: deepskyblue"></span></p><p><span style="color: deepskyblue">Top Feats</span></p><p>+2 Cha: Your casting stat.</p><p>Actor: With odd Cha. Great RP option that works wonderfully with mask of many faces and friends.</p><p>Crossbow Expert: Blade with improved pact weapon. It also allows <span style="color: #ee82ee">eldrich blast</span> in melee.</p><p>Flames of Phlegethos (tiefling): If you have odd Cha and are going infernal. Useless for <span style="color: #ff0000">other pacts</span>.</p><p>Healer: Costs a little money, but adds a lot of HP for you and the party. Worse if your DM makes <span style="color: red">healing potions readily available</span>.</p><p>Inspiring Leader: A little less than healer, but being proactive makes it more valuable. Just note that THP won't stack with Armor of Agathys or Fiend Pact, but your meat shields will appreciate it.</p><p>Moderately Armored: +4 or +5 to AC. (not for <span style="color: #ff0000">hexblade</span>) Its value depends on how many meat shields you have to take attacks for you.</p><p>Polearm Master: Blade only.</p><p>Resilient (Con): Warlocks have some great spells to concentrate on, even if you're just using hex.</p><p>Second Chance (halfling): With odd Cha, negating an attack each combat is nice.</p><p>Warcaster: Extra concentration is defiantly helpful, and OA with booming blade are nasty. Even an OA with disadvantage on eldritch blast is still better than a dagger attack.</p><p></p><p><span style="color: blue">Good Feats</span></p><p>+2 Con: For HP and concentration saves.</p><p>+2 Dex: Boost AC and let's non-hex use booming blade/greenflame blade.</p><p>Alert: Warlocks have some good control and damage options to capitalize on going first. They also can be a bit squishy if caught surprised.</p><p>Defensive Duelist: Easy enough to carry a dagger in your off hand. Though not worth it until level 8+ for a higher bonus.</p><p>Great Weapon Master: You <span style="color: #ffd700">need</span> <span style="color: #ee82ee">Blade, advantage spells</span> (darkness + devils sight / shadows of moil / foresight), <span style="color: #ee82ee">scouting</span> (so as not to waste your first turn buffing), and <span style="color: #ee82ee">polearm master</span> for extra attacks <u>first</u>. <em>Then</em> this adds a <span style="color: #daa520">ton of damage</span>. Get <span style="color: #00ffff">improved pact weapon</span> as well.</p><p>Heavy Armor Mastery: Assuming you get Heavy armor from multiclassing, this is amazing at low levels and only a bit worse than +2 Con at high level. Not worth <span style="color: #ff0000">spending 2-3 feats</span> on.</p><p>Lucky: Slightly weak, but very versatile. If you can't choose, pick this.</p><p>Sharpshooter: You <span style="color: #ffd700">need</span> <span style="color: #EE82EE">Blade, advantage spells</span> (darkness + devils sight / shadows of moil / foresight), <span style="color: #EE82EE">scouting</span> (so as not to waste your first turn buffing), <span style="color: #ee82ee">improved pact weapon,</span> and <span style="color: #ee82ee">crossbow expertise </span>for extra attacks <u>first</u>. <em>Then</em> this adds a <span style="color: #DAA520">ton of damage</span>. can also be taken a little bit further with by dipping for <span style="color: #00ffff">archery style</span>.</p><p></p><p><strong>OK feats:</strong></p><p>Bountiful Luck (halfling): If you have a lot of allies, with a lot of attacks (fighter), your bound to see 1's semi-regularly. Not as great if you have <span style="color: #EE82EE">few allies who make few attacks.</span></p><p>Mobile: Good with booming blade, or just keeping away. Though darkness can often be used in its place.</p><p>Skilled: For your less combat intensive games.</p><p>Ritual Caster: Adds some utility. <span style="color: red">Tome</span> can get more rituals though.</p><p>Spell Sniper: Big distance with eldritch blast. Firebolt (sorcerer) can be good for an alternative damage type, or you could potentially take eldritch blast this way and use your warlock cantrips for something else.</p><p></p><p><span style="color: deepviolet">Situational options</span></p><p>Mage Slayer: If your DM likes mages, you can use darkness to stand next to them. Point 2 works with any damage, including eldrich blasts.</p><p>Sentinel: You can be pretty tanky, particularly with darkness.</p></blockquote><p></p>
[QUOTE="mellored, post: 6914181, member: 6801209"] [COLOR=#daa520]Elven Accuracy[/COLOR] (half-elf): With an [COLOR=#daa520]odd Cha score[/COLOR] (example: 9 str, 13+1 Con, 13+1 Dex, 8 Int, 14 Wis, 15+2 Cha). Warlocks have good ways to get advantage (darkness + devils sight / shadows of moil / foresight). On top of advantage, this will add about +2.5 (including the Cha boost ) to-hit with eldritch blast, and +3.5 with great weapon master/sharpshooter. [COLOR=#ee82ee]This doesn't mean all warlocks should be half-[/COLOR][COLOR=#ee82ee]elfs[/COLOR], but if you are one then take this feat. If you have [COLOR=#0000ff]even Cha[/COLOR], it's still a pretty good feat and you should try to work it in (example: elven accuracy, +1Cha/+1Con, resilient Con). Also, take [COLOR=#00ffff]scouting spells/invocations[/COLOR], so you don't waste your first turn casting darkness.[COLOR=deepskyblue] Top Feats[/COLOR] +2 Cha: Your casting stat. Actor: With odd Cha. Great RP option that works wonderfully with mask of many faces and friends. Crossbow Expert: Blade with improved pact weapon. It also allows [COLOR=#ee82ee]eldrich blast[/COLOR] in melee. Flames of Phlegethos (tiefling): If you have odd Cha and are going infernal. Useless for [COLOR=#ff0000]other pacts[/COLOR]. Healer: Costs a little money, but adds a lot of HP for you and the party. Worse if your DM makes [COLOR=red]healing potions readily available[/COLOR]. Inspiring Leader: A little less than healer, but being proactive makes it more valuable. Just note that THP won't stack with Armor of Agathys or Fiend Pact, but your meat shields will appreciate it. Moderately Armored: +4 or +5 to AC. (not for [COLOR=#ff0000]hexblade[/COLOR]) Its value depends on how many meat shields you have to take attacks for you. Polearm Master: Blade only. Resilient (Con): Warlocks have some great spells to concentrate on, even if you're just using hex. Second Chance (halfling): With odd Cha, negating an attack each combat is nice. Warcaster: Extra concentration is defiantly helpful, and OA with booming blade are nasty. Even an OA with disadvantage on eldritch blast is still better than a dagger attack. [COLOR=blue]Good Feats[/COLOR] +2 Con: For HP and concentration saves. +2 Dex: Boost AC and let's non-hex use booming blade/greenflame blade. Alert: Warlocks have some good control and damage options to capitalize on going first. They also can be a bit squishy if caught surprised. Defensive Duelist: Easy enough to carry a dagger in your off hand. Though not worth it until level 8+ for a higher bonus. Great Weapon Master: You [COLOR=#ffd700]need[/COLOR] [COLOR=#ee82ee]Blade, advantage spells[/COLOR] (darkness + devils sight / shadows of moil / foresight), [COLOR=#ee82ee]scouting[/COLOR] (so as not to waste your first turn buffing), and [COLOR=#ee82ee]polearm master[/COLOR] for extra attacks [U]first[/U]. [I]Then[/I] this adds a [COLOR=#daa520]ton of damage[/COLOR]. Get [COLOR=#00ffff]improved pact weapon[/COLOR] as well. Heavy Armor Mastery: Assuming you get Heavy armor from multiclassing, this is amazing at low levels and only a bit worse than +2 Con at high level. Not worth [COLOR=#ff0000]spending 2-3 feats[/COLOR] on. Lucky: Slightly weak, but very versatile. If you can't choose, pick this. Sharpshooter: You [COLOR=#ffd700]need[/COLOR] [COLOR=#EE82EE]Blade, advantage spells[/COLOR] (darkness + devils sight / shadows of moil / foresight), [COLOR=#EE82EE]scouting[/COLOR] (so as not to waste your first turn buffing), [COLOR=#ee82ee]improved pact weapon,[/COLOR] and [COLOR=#ee82ee]crossbow expertise [/COLOR]for extra attacks [U]first[/U]. [I]Then[/I] this adds a [COLOR=#DAA520]ton of damage[/COLOR]. can also be taken a little bit further with by dipping for [COLOR=#00ffff]archery style[/COLOR]. [B]OK feats:[/B] Bountiful Luck (halfling): If you have a lot of allies, with a lot of attacks (fighter), your bound to see 1's semi-regularly. Not as great if you have [COLOR=#EE82EE]few allies who make few attacks.[/COLOR] Mobile: Good with booming blade, or just keeping away. Though darkness can often be used in its place. Skilled: For your less combat intensive games. Ritual Caster: Adds some utility. [COLOR=red]Tome[/COLOR] can get more rituals though. Spell Sniper: Big distance with eldritch blast. Firebolt (sorcerer) can be good for an alternative damage type, or you could potentially take eldritch blast this way and use your warlock cantrips for something else. [COLOR=deepviolet]Situational options[/COLOR] Mage Slayer: If your DM likes mages, you can use darkness to stand next to them. Point 2 works with any damage, including eldrich blasts. Sentinel: You can be pretty tanky, particularly with darkness. [/QUOTE]
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