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[GUIDE] Pacts, Patrons, and Power, a Warlock guide
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<blockquote data-quote="mellored" data-source="post: 7063665" data-attributes="member: 6801209"><p>UA invocations</p><p></p><p></p><p><span style="color: darkviolet">Aspect of the Moon</span>: Niche, but useful.</p><p></p><p><span style="color: darkviolet">Burning hex</span>: Given that it takes a bonus action to use your hex, this won't add much. Even post 14. Though, if you can convince your DM that you can <span style="color: deepskyblue">curse someone while remaining hidden</span>...</p><p>Caiphon's Blessing: 2 good skills.</p><p><span style="color: darkviolet">Chilling hex</span>: Same problem as burning hex. Just not enough bonus actions to add a lot of damage.</p><p><span style="color: darkviolet">Chronicle of the Raven Queen</span>: Not all that better than speak with dead, which you already have access to.</p><p><span style="color: blue">Cloak</span> of Baalzebul: Adds a good bit of auto-damage at low levels, though it doesn't scale. I do like this being both utility and combat related.</p><p><span style="color: blue">Kiss of Mephistopheles</span>: Quicken fireballs. Note that you don't need to actually learn the fireball spell.</p><p><span style="color: deepskyblue">Frost Lance</span>: Combines wonderfully with repelling blast, which you should take first.</p><p><span style="color: blue">Gaze of Khirad</span>: Some nice utility.</p><p><span style="color: blue">Grasp of Hadar</span>: Not quite as useful as repelling blast, but it's still extra (and optional) tactical flexibility. Could be combo'd with repelling blast to knocking enemies out of and back into damage zones, drag a enemy wizard closer to your fighter, drag down a flying creature, or pull an enemy off your your friendly wizard.</p><p>Green Lord’s Gift: This has the potential to add quite a bit of HP with the right combo's (tanky warlock + allied cleric) but most warlocks lack many healing dice options beyond hit dice, and will often stand in the back.</p><p><span style="color: blue">Tomb of Levistus</span>: Better to lose a turn than die, and it works on any damage, so you can use it for say... jump off a cliff.</p><p><span style="color: blue">Path of the Seeker</span>: Nice set of benefits.</p><p><span style="color: darkviolet">Raven Queen’s Blessing</span>: Randomly letting people use their own hit dice isn't much.</p><p><span style="color: darkviolet">Relentless Hex</span>: If your within 30, you can usually just walk. Or Eldrich Blast.</p><p>Sea Twins’ Gift: Good utility that you can share with allies. <span style="color: deepskyblue">Better</span> in certain campaigns.</p><p><span style="color: darkviolet">Seeker’s Speech</span>: And improvement on comprehend language, but still not something that's needed often.</p><p><span style="color: deepskyblue">Shroud of Ulban</span>: At-will improved invisibility. Though it's pretty high level. Note you can do a good number of things, including cast non-damage spells.</p><p></p><p></p><p></p><p>Blade invocations: These are a nice boost to blade, but you'll still need to dip for armor.</p><p><span style="color: blue">Claw of Acamar</span>: Good damage, and immobilizing with a reach weapon actually works for smaller foes.</p><p>Curse Bringer: This just fails to mesh with the hexblade features. You can not attack with Cha, or use a shield. You also immobilize with a 5' reach weapon, meaning the enemy will stand next to you. Moving the curse would be a great benefit, but you need to be careful about your allies killing your target. It's also means less post 14.</p><p>Mace of Dispater: High damage and no-save prone, but a mace is just a bad weapon for an armor-less warlock. <span style="color: deepskyblue">Better</span> if you dip for armor and shield.</p><p><span style="color: blue">Moon Bow</span>: Bows work for armor-less warlocks, and the usual high damage smites.</p><p></p><p>Improved / <span style="color: blue">Superior</span> / <span style="color: deepskyblue">Ultimate Pact Weapon</span>: Assuming you don't find a magical weapon, this can be a nice addition.</p></blockquote><p></p>
[QUOTE="mellored, post: 7063665, member: 6801209"] UA invocations [COLOR=darkviolet]Aspect of the Moon[/COLOR]: Niche, but useful. [COLOR=darkviolet]Burning hex[/COLOR]: Given that it takes a bonus action to use your hex, this won't add much. Even post 14. Though, if you can convince your DM that you can [COLOR=deepskyblue]curse someone while remaining hidden[/COLOR]... Caiphon's Blessing: 2 good skills. [COLOR=darkviolet]Chilling hex[/COLOR]: Same problem as burning hex. Just not enough bonus actions to add a lot of damage. [COLOR=darkviolet]Chronicle of the Raven Queen[/COLOR]: Not all that better than speak with dead, which you already have access to. [COLOR=blue]Cloak[/COLOR] of Baalzebul: Adds a good bit of auto-damage at low levels, though it doesn't scale. I do like this being both utility and combat related. [COLOR=blue]Kiss of Mephistopheles[/COLOR]: Quicken fireballs. Note that you don't need to actually learn the fireball spell. [COLOR=deepskyblue]Frost Lance[/COLOR]: Combines wonderfully with repelling blast, which you should take first. [COLOR=blue]Gaze of Khirad[/COLOR]: Some nice utility. [color=blue]Grasp of Hadar[/color]: Not quite as useful as repelling blast, but it's still extra (and optional) tactical flexibility. Could be combo'd with repelling blast to knocking enemies out of and back into damage zones, drag a enemy wizard closer to your fighter, drag down a flying creature, or pull an enemy off your your friendly wizard. Green Lord’s Gift: This has the potential to add quite a bit of HP with the right combo's (tanky warlock + allied cleric) but most warlocks lack many healing dice options beyond hit dice, and will often stand in the back. [COLOR=blue]Tomb of Levistus[/COLOR]: Better to lose a turn than die, and it works on any damage, so you can use it for say... jump off a cliff. [COLOR=blue]Path of the Seeker[/COLOR]: Nice set of benefits. [COLOR=darkviolet]Raven Queen’s Blessing[/COLOR]: Randomly letting people use their own hit dice isn't much. [COLOR=darkviolet]Relentless Hex[/COLOR]: If your within 30, you can usually just walk. Or Eldrich Blast. Sea Twins’ Gift: Good utility that you can share with allies. [COLOR=deepskyblue]Better[/COLOR] in certain campaigns. [COLOR=darkviolet]Seeker’s Speech[/COLOR]: And improvement on comprehend language, but still not something that's needed often. [COLOR=deepskyblue]Shroud of Ulban[/COLOR]: At-will improved invisibility. Though it's pretty high level. Note you can do a good number of things, including cast non-damage spells. Blade invocations: These are a nice boost to blade, but you'll still need to dip for armor. [COLOR=blue]Claw of Acamar[/COLOR]: Good damage, and immobilizing with a reach weapon actually works for smaller foes. Curse Bringer: This just fails to mesh with the hexblade features. You can not attack with Cha, or use a shield. You also immobilize with a 5' reach weapon, meaning the enemy will stand next to you. Moving the curse would be a great benefit, but you need to be careful about your allies killing your target. It's also means less post 14. Mace of Dispater: High damage and no-save prone, but a mace is just a bad weapon for an armor-less warlock. [COLOR=deepskyblue]Better[/COLOR] if you dip for armor and shield. [COLOR=blue]Moon Bow[/COLOR]: Bows work for armor-less warlocks, and the usual high damage smites. Improved / [COLOR=blue]Superior[/COLOR] / [COLOR=deepskyblue]Ultimate Pact Weapon[/COLOR]: Assuming you don't find a magical weapon, this can be a nice addition. [/QUOTE]
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