Starting a new campaign soon and I'm leaning towards Warlock (it's between that and bard) for my next character. I'm going for a charmer/illusionist type of concept. Problem is, I know our party's gonna be all focused on damage, so I wanted to support through some control spells, and I'm not sure how 2 short-rest spellslots are going to feel. So any warlock players with positive or negative experiences that they'd like to share?
Can't decide between Archfey or GOO yet, but definitely going chain pact. What I'm particularly concerned about is hex+eldritch blast spam. Hex concentration gets interrupted every time I use the Misty Visions invocation, in addition to virtually every control and charm spell besides Charm Person and Sleep from Archfey. As awesome as a mildly spammable lvl5 Banishment would be, I'm worried the limit on spell slots will force me to just concentrate on hex so I can save my fun social spells (Detect Thoughts) for noncombat situations, and then be forced into a pure damage-spamming role in combat.
My group probably takes more short rests than average, and I'm taking Inspiring Leader to give my party a reason to short rest more (and it will be amusing with my doomsday cultist concept). I also feel like the Archfey and GOO lvl14 features would completely fix my issue, but I definitely can't ignore the 13 levels before that.
Are Warlocks stuck in a pure-damage role with eldritch blast and Hex?
If so, is that enjoyable?
Would a Warlock who never learns Hex (or delays Agonizing Blast invocation) feel underpowered or frequently useless?
Can't decide between Archfey or GOO yet, but definitely going chain pact. What I'm particularly concerned about is hex+eldritch blast spam. Hex concentration gets interrupted every time I use the Misty Visions invocation, in addition to virtually every control and charm spell besides Charm Person and Sleep from Archfey. As awesome as a mildly spammable lvl5 Banishment would be, I'm worried the limit on spell slots will force me to just concentrate on hex so I can save my fun social spells (Detect Thoughts) for noncombat situations, and then be forced into a pure damage-spamming role in combat.
My group probably takes more short rests than average, and I'm taking Inspiring Leader to give my party a reason to short rest more (and it will be amusing with my doomsday cultist concept). I also feel like the Archfey and GOO lvl14 features would completely fix my issue, but I definitely can't ignore the 13 levels before that.
Are Warlocks stuck in a pure-damage role with eldritch blast and Hex?
If so, is that enjoyable?
Would a Warlock who never learns Hex (or delays Agonizing Blast invocation) feel underpowered or frequently useless?
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