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The Blade Lock- A Mini Guide.
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<blockquote data-quote="Zardnaar" data-source="post: 6847830" data-attributes="member: 6716779"><p style="text-align: center"><strong>Class Abilities</strong></p> <p style="text-align: center"><strong></strong></p><p>This part will focus on the warlock part of the class since level 1 has been used for fighter levels. At level 2 you will be multiclassing into the warlock. </p><p></p><p><strong><span style="color: #daa520">Pact of the Blade. </span></strong>You may think you do not need this pact because of the fighter level. You do so you can take the bladethirst invocation. As I said this guide assumes a narrow focus on the bladelock. Pick this pact if you want multiple attacks. </p><p></p><p><strong>Patron. </strong>You technically have the choice of 3 patrons here. This guide more or less assume you pick the best one for a blade lock which is The fiend. The archfey is also viable IMHO and the Great Old one is best avoided IMHO.</p><p> </p><p><span style="color: #daa520"><strong>The Fiend </strong></span>You have a 1d8 hit dice (mostly) and the fiend gives you bonus temporary hit points equal to your charisma modifier+warlock level when you kill something. This ability by itself more or less makes the class. Your spell list doesn't matter to much but you have fireball and blindness deafness on it which may be useful later. </p><p></p><p><strong><span style="color: #000080">The Archfey </span></strong>Not the best option IMHO but it looks viable with several spells on the list and things like misty escape offering some option. A slow burning option but you get the option of greater invisibility later which is great spell for gish PCs to use- advantage to hit, they get disadvantage to hit you. </p><p></p><p><strong><span style="color: #4b0082">The Great Old One </span></strong>I can't really see the point of taking this over the other options.</p><p></p><p style="text-align: center"><strong>Invocations</strong></p> <p style="text-align: center"><strong></strong></p><p>Warlocks are quite versatile so it is up to you what invocations you like. Personally I would lean towards agonizing blast and repelling blast even though you are focused on melee. At level 6 you take <strong><span style="color: #daa520">blade thirst</span></strong> as your 3rd invocation as it is integral to the build IMHO. At level 13 (due to the 1 fighter level) you take <span style="color: #daa520"><strong>lifedrinker</strong></span> as your invocation. Apart from that it is up to you IMHO.</p><p></p><p style="text-align: center"><strong>Spells</strong></p> <p style="text-align: center"><strong></strong></p><p>Warlocks do not get that many spells. <span style="color: #daa520"><strong>Eldritch Blast</strong></span> is still your cantrip of choice as most strength based melee types suck at range. You do not. At level 3 you can cast spells two per short rest until you reach level 12. Those 2 spells are more or less chosen for you already. The 1st no brainer one is <strong><span style="color: #daa520">hex </span></strong>as it gives you an extra 1d6 damage as a bonus action vs a target. As an added bonus hex applies to weapon attacks and eldritch blast. The other is <strong><span style="color: #0000cd">Armor of Agathys </span></strong>which gives you some extra hit points offsetting the d8 hit dice from warlock and it gives you a buffer until you can start killing stuff if you made a pact with The Fiend. <span style="color: #40e0d0"><strong>Armor of Agathys</strong></span> gets a lot better if you did not pick the fiend pact and it is also better when you an start casting it in higher level slots. If you prefer not to cast it look at spells such as fireball or spells that do not require concentration such as blindness/deafness as odds are you will have hex up when it matters.</p><p></p><p> Note when you can cast hex in a 3rd level slot (level 6) it lasts for 8 hours which is longer than a short rest. You can try and cheese this at the start of the day by casting it and then immediately short resting (get up an hour earlier than the party if you have to). This is why 14 constitution and the fighter level for proficiency in con saves is so good. </p><p></p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6847830, member: 6716779"] [CENTER][B]Class Abilities [/B][/CENTER] This part will focus on the warlock part of the class since level 1 has been used for fighter levels. At level 2 you will be multiclassing into the warlock. [B][COLOR=#daa520]Pact of the Blade. [/COLOR][/B]You may think you do not need this pact because of the fighter level. You do so you can take the bladethirst invocation. As I said this guide assumes a narrow focus on the bladelock. Pick this pact if you want multiple attacks. [B]Patron. [/B]You technically have the choice of 3 patrons here. This guide more or less assume you pick the best one for a blade lock which is The fiend. The archfey is also viable IMHO and the Great Old one is best avoided IMHO. [COLOR=#daa520][B]The Fiend [/B][/COLOR]You have a 1d8 hit dice (mostly) and the fiend gives you bonus temporary hit points equal to your charisma modifier+warlock level when you kill something. This ability by itself more or less makes the class. Your spell list doesn't matter to much but you have fireball and blindness deafness on it which may be useful later. [B][COLOR=#000080]The Archfey [/COLOR][/B]Not the best option IMHO but it looks viable with several spells on the list and things like misty escape offering some option. A slow burning option but you get the option of greater invisibility later which is great spell for gish PCs to use- advantage to hit, they get disadvantage to hit you. [B][COLOR=#000080][/COLOR][/B] [B][COLOR=#4b0082]The Great Old One [/COLOR][/B]I can't really see the point of taking this over the other options. [CENTER][B][COLOR=#4b0082][/COLOR][/B][B]Invocations [/B][/CENTER] Warlocks are quite versatile so it is up to you what invocations you like. Personally I would lean towards agonizing blast and repelling blast even though you are focused on melee. At level 6 you take [B][COLOR=#daa520]blade thirst[/COLOR][/B] as your 3rd invocation as it is integral to the build IMHO. At level 13 (due to the 1 fighter level) you take [COLOR=#daa520][B]lifedrinker[/B][/COLOR] as your invocation. Apart from that it is up to you IMHO. [CENTER][B]Spells [/B][/CENTER] Warlocks do not get that many spells. [COLOR=#daa520][B]Eldritch Blast[/B][/COLOR] is still your cantrip of choice as most strength based melee types suck at range. You do not. At level 3 you can cast spells two per short rest until you reach level 12. Those 2 spells are more or less chosen for you already. The 1st no brainer one is [B][COLOR=#daa520]hex [/COLOR][/B]as it gives you an extra 1d6 damage as a bonus action vs a target. As an added bonus hex applies to weapon attacks and eldritch blast. The other is [B][COLOR=#0000cd]Armor of Agathys [/COLOR][/B]which gives you some extra hit points offsetting the d8 hit dice from warlock and it gives you a buffer until you can start killing stuff if you made a pact with The Fiend. [COLOR=#40e0d0][B]Armor of Agathys[/B][/COLOR] gets a lot better if you did not pick the fiend pact and it is also better when you an start casting it in higher level slots. If you prefer not to cast it look at spells such as fireball or spells that do not require concentration such as blindness/deafness as odds are you will have hex up when it matters. Note when you can cast hex in a 3rd level slot (level 6) it lasts for 8 hours which is longer than a short rest. You can try and cheese this at the start of the day by casting it and then immediately short resting (get up an hour earlier than the party if you have to). This is why 14 constitution and the fighter level for proficiency in con saves is so good. [COLOR=#40e0d0][/COLOR] [/QUOTE]
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