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General Tabletop Discussion
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Revamping the Warlock
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<blockquote data-quote="Hawk Diesel" data-source="post: 7519840" data-attributes="member: 59848"><p>Personally, since its inception I hace really loved the Warlock. But after playing one in a long-term D&D campaign, I just found it underwhelming. This may have been in part because the game did not get many short rests, but I always felt like I never had enough spell slots. My warlock didn't really shine in combat or out of combat, and often felt overshadowed by the otger players' characters.</p><p></p><p>I do think removing Pact Magic and expanding the Invocations will allow the warlock to shine better, without being a one trick pony with eldritch blast or hex (which I envision both to be class features rather than options). Expanding Invocations will also allow the Warlock to function more closely to its 3.5 version and can allow greater customization without forcing a player to feel the need to invest in Eldritch blast or hex, since they will already be part of the package. Additionally, I really like the idea how spell-per-rest invocations can allow the patrons to have themed invocations to enhance their flavor rather than with themed spell options. Mystic Arcanum then can just become level gated spell-per-long rest invocations, thus allowing even more flexibility with how a player wants their warlock to function.</p><p></p><p>I do like the Pacts though. While they seem like odd secondary archetypes, they offer some good flavor. Additionally I already have a lot of homebrew invocations that expand what is available for Pact specific invocations.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7519840, member: 59848"] Personally, since its inception I hace really loved the Warlock. But after playing one in a long-term D&D campaign, I just found it underwhelming. This may have been in part because the game did not get many short rests, but I always felt like I never had enough spell slots. My warlock didn't really shine in combat or out of combat, and often felt overshadowed by the otger players' characters. I do think removing Pact Magic and expanding the Invocations will allow the warlock to shine better, without being a one trick pony with eldritch blast or hex (which I envision both to be class features rather than options). Expanding Invocations will also allow the Warlock to function more closely to its 3.5 version and can allow greater customization without forcing a player to feel the need to invest in Eldritch blast or hex, since they will already be part of the package. Additionally, I really like the idea how spell-per-rest invocations can allow the patrons to have themed invocations to enhance their flavor rather than with themed spell options. Mystic Arcanum then can just become level gated spell-per-long rest invocations, thus allowing even more flexibility with how a player wants their warlock to function. I do like the Pacts though. While they seem like odd secondary archetypes, they offer some good flavor. Additionally I already have a lot of homebrew invocations that expand what is available for Pact specific invocations. [/QUOTE]
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