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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8710909" data-attributes="member: 53176"><p><h3>Warlocks (VGtM)</h3><p></p><p>If for some reason you haven't read the rest of my posts in this thread and jumped straight to this post to find out about how the new NPC Warlocks fair under the new spellcasting system, I have good news for you: I am going to once again tell you that Warlocks are absolutely awesome under the new spellcaster rules. (Which is not the case for some other spellcasters, I assure you!) Do keep in mind these aren’t the only Warlocks in this book, but these are the ones most people are thinking of when they go looking for a Warlock NPC, due to their names.</p><p></p><p>NPC Warlocks have more leveled spell uses, seeing as how they are no longer restricted to just two or spell slots. Warlocks typically come with some sort of additional signature power, like a bonus action or a reaction, that mimics a Warlock Spell, further stretching their magical potential. And finally, Warlocks don’t default to <em>Eldritch Blast</em>. Instead they each have a far more flavorful attack option that is thematically tied to their Patron. Fiendlocks shoot Hellfire explosions, Feylocks have a befuddling word not entirely unlike<em> Vicious Mockery </em>(but WAY more powerful), and GOOlocks rip holes in the fabric of reality which causes eldritch fear in the hearts of all who are inside of it. Seriously, I have seen people complaining that the new NPC Warlocks don’t have <em>Eldritch Blast</em>, and all I can think about is how I wish PC warlocks worked more like their new NPC brethren by not needing it to reach their maximum potential! Other Warlocks have similar custom attacks, which can be found in their entries. </p><p></p><p>All the Warlocks in this entry also come with<em> Mage Armor</em> at-will, so there is no reason why they shouldn’t have running in any given situation (unless, maybe, they just woke up or were recently Dispeled) </p><p></p><p>Warlock of the Archfey</p><p></p><p>The Warlocks with Fey patrons. At CR 4, they have the most non-combat utility in their skill and spell selection. Their signature attack is the aforementioned Bewildering Word. Which can be used in a Multiattack. Should their enemies prove resistant to this attack, they can fall back on a Rapier with extra force damage. As a bonus action they can teleport and turn invisible, making escapes easy. Their Combat spell selection is a bit on the thin side, but that was effectively true for all warlock NPCs to begin with.<em> Hold Monster </em>is the stand out option here. </p><p></p><p>We went over the broad strokes of the changes already. The Feylock also gained more AC and HP, giving it significantly more resilience.</p><p></p><p>Warlock of the Fiend</p><p></p><p>Warlocks with a pact from the Lower Planes. At CR 9, they toss Hellfire everywhere, all the time. It’s basically that<em> Fireball </em>meme but as an actual stat block. While they do have some social grace, they are meant to burn things to the ground. Should someone attempt to accost them, they can use Fiendish Rebuke to punish the attempt. <em>Banishment </em>is their primary control ability, and <em>Plane Shift</em> can be used to make an escape.</p><p></p><p>The Fiendlock was massively changed for this new update. They lost a lot of seemingly arbitrary powers in favor of the new system, and also gained a bit of armor. </p><p></p><p>Warlock of the Great Old One</p><p></p><p>Warlocks with powers from the Far Realm. They aren’t as sociable as the other kinds of warlocks, which is understandable. At CR 6, their Howling Void attack is an AoE that deals a bit of damage and frightens those caught in the rift. If the AoE isn’t a viable option, their dagger can be used at ranged or in melee, where their Whispering Aura can score a bit more DPR. Their spells are mostly utility. </p><p></p><p>For the Changeover, the GOOlock unfortunately lost their mind-control spells, which is a shame. They, too, gained a bit of armor in the crossover.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8710909, member: 53176"] [HEADING=2]Warlocks (VGtM)[/HEADING] If for some reason you haven't read the rest of my posts in this thread and jumped straight to this post to find out about how the new NPC Warlocks fair under the new spellcasting system, I have good news for you: I am going to once again tell you that Warlocks are absolutely awesome under the new spellcaster rules. (Which is not the case for some other spellcasters, I assure you!) Do keep in mind these aren’t the only Warlocks in this book, but these are the ones most people are thinking of when they go looking for a Warlock NPC, due to their names. NPC Warlocks have more leveled spell uses, seeing as how they are no longer restricted to just two or spell slots. Warlocks typically come with some sort of additional signature power, like a bonus action or a reaction, that mimics a Warlock Spell, further stretching their magical potential. And finally, Warlocks don’t default to [I]Eldritch Blast[/I]. Instead they each have a far more flavorful attack option that is thematically tied to their Patron. Fiendlocks shoot Hellfire explosions, Feylocks have a befuddling word not entirely unlike[I] Vicious Mockery [/I](but WAY more powerful), and GOOlocks rip holes in the fabric of reality which causes eldritch fear in the hearts of all who are inside of it. Seriously, I have seen people complaining that the new NPC Warlocks don’t have [I]Eldritch Blast[/I], and all I can think about is how I wish PC warlocks worked more like their new NPC brethren by not needing it to reach their maximum potential! Other Warlocks have similar custom attacks, which can be found in their entries. All the Warlocks in this entry also come with[I] Mage Armor[/I] at-will, so there is no reason why they shouldn’t have running in any given situation (unless, maybe, they just woke up or were recently Dispeled) Warlock of the Archfey The Warlocks with Fey patrons. At CR 4, they have the most non-combat utility in their skill and spell selection. Their signature attack is the aforementioned Bewildering Word. Which can be used in a Multiattack. Should their enemies prove resistant to this attack, they can fall back on a Rapier with extra force damage. As a bonus action they can teleport and turn invisible, making escapes easy. Their Combat spell selection is a bit on the thin side, but that was effectively true for all warlock NPCs to begin with.[I] Hold Monster [/I]is the stand out option here. We went over the broad strokes of the changes already. The Feylock also gained more AC and HP, giving it significantly more resilience. Warlock of the Fiend Warlocks with a pact from the Lower Planes. At CR 9, they toss Hellfire everywhere, all the time. It’s basically that[I] Fireball [/I]meme but as an actual stat block. While they do have some social grace, they are meant to burn things to the ground. Should someone attempt to accost them, they can use Fiendish Rebuke to punish the attempt. [I]Banishment [/I]is their primary control ability, and [I]Plane Shift[/I] can be used to make an escape. The Fiendlock was massively changed for this new update. They lost a lot of seemingly arbitrary powers in favor of the new system, and also gained a bit of armor. Warlock of the Great Old One Warlocks with powers from the Far Realm. They aren’t as sociable as the other kinds of warlocks, which is understandable. At CR 6, their Howling Void attack is an AoE that deals a bit of damage and frightens those caught in the rift. If the AoE isn’t a viable option, their dagger can be used at ranged or in melee, where their Whispering Aura can score a bit more DPR. Their spells are mostly utility. For the Changeover, the GOOlock unfortunately lost their mind-control spells, which is a shame. They, too, gained a bit of armor in the crossover. [/QUOTE]
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